dmloader: Remove WINAPI on static functions where not needed.
[wine] / dlls / wined3d / state.c
1
2 /*
3  * Direct3D state management
4  *
5  * Copyright 2002 Lionel Ulmer
6  * Copyright 2002-2005 Jason Edmeades
7  * Copyright 2003-2004 Raphael Junqueira
8  * Copyright 2004 Christian Costa
9  * Copyright 2005 Oliver Stieber
10  * Copyright 2006 Henri Verbeet
11  * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
12  *
13  * This library is free software; you can redistribute it and/or
14  * modify it under the terms of the GNU Lesser General Public
15  * License as published by the Free Software Foundation; either
16  * version 2.1 of the License, or (at your option) any later version.
17  *
18  * This library is distributed in the hope that it will be useful,
19  * but WITHOUT ANY WARRANTY; without even the implied warranty of
20  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
21  * Lesser General Public License for more details.
22  *
23  * You should have received a copy of the GNU Lesser General Public
24  * License along with this library; if not, write to the Free Software
25  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26  */
27
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
34
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37
38 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
39
40 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
41
42 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
43     /* Used for states which are not mapped to a gl state as-is, but used somehow different,
44      * e.g as a parameter for drawing, or which are unimplemented in windows d3d
45      */
46     if(STATE_IS_RENDER(state)) {
47         WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
48         TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
49     } else {
50         /* Shouldn't have an unknown type here */
51         FIXME("%d no direct mapping to gl of state with unknown type\n", state);
52     }
53 }
54
55 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
56     /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
57      * list without causing confusing terminal output. Deliberately no special debug name here
58      * because its undefined.
59      */
60     WARN("undefined state %d\n", state);
61 }
62
63 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
64     WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
65
66     switch(Value) {
67         case WINED3DFILL_POINT:
68             glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
69             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
70             break;
71         case WINED3DFILL_WIREFRAME:
72             glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
73             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
74             break;
75         case WINED3DFILL_SOLID:
76             glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
77             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
78             break;
79         default:
80             FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
81     }
82 }
83
84 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
85     BOOL transformed;
86
87     /* Lighting is not enabled if transformed vertices are drawn
88      * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
89      * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
90      * vertex declaration applying function calls this function for updating
91      */
92
93     if(isStateDirty(context, STATE_VDECL)) {
94         return;
95     }
96
97     transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
98                     stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
99                     stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
100
101     if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
102         glEnable(GL_LIGHTING);
103         checkGLcall("glEnable GL_LIGHTING");
104     } else {
105         glDisable(GL_LIGHTING);
106         checkGLcall("glDisable GL_LIGHTING");
107     }
108 }
109
110 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
111     /* No z test without depth stencil buffers */
112     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
113         TRACE("No Z buffer - disabling depth test\n");
114         glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
115         checkGLcall("glDisable GL_DEPTH_TEST");
116         return;
117     }
118
119     switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
120         case WINED3DZB_FALSE:
121             glDisable(GL_DEPTH_TEST);
122             checkGLcall("glDisable GL_DEPTH_TEST");
123             break;
124         case WINED3DZB_TRUE:
125             glEnable(GL_DEPTH_TEST);
126             checkGLcall("glEnable GL_DEPTH_TEST");
127             break;
128         case WINED3DZB_USEW:
129             glEnable(GL_DEPTH_TEST);
130             checkGLcall("glEnable GL_DEPTH_TEST");
131             FIXME("W buffer is not well handled\n");
132             break;
133         default:
134             FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
135     }
136 }
137
138 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
139     /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
140      * switch
141      */
142     switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
143         case WINED3DCULL_NONE:
144             glDisable(GL_CULL_FACE);
145             checkGLcall("glDisable GL_CULL_FACE");
146             break;
147         case WINED3DCULL_CW:
148             glEnable(GL_CULL_FACE);
149             checkGLcall("glEnable GL_CULL_FACE");
150             glCullFace(GL_FRONT);
151             checkGLcall("glCullFace(GL_FRONT)");
152             break;
153         case WINED3DCULL_CCW:
154             glEnable(GL_CULL_FACE);
155             checkGLcall("glEnable GL_CULL_FACE");
156             glCullFace(GL_BACK);
157             checkGLcall("glCullFace(GL_BACK)");
158             break;
159         default:
160             FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
161     }
162 }
163
164 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
165     switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
166         case WINED3DSHADE_FLAT:
167             glShadeModel(GL_FLAT);
168             checkGLcall("glShadeModel(GL_FLAT)");
169             break;
170         case WINED3DSHADE_GOURAUD:
171             glShadeModel(GL_SMOOTH);
172             checkGLcall("glShadeModel(GL_SMOOTH)");
173             break;
174         case WINED3DSHADE_PHONG:
175             FIXME("WINED3DSHADE_PHONG isn't supported\n");
176             break;
177         default:
178             FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
179     }
180 }
181
182 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
183     if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
184         glEnable(GL_DITHER);
185         checkGLcall("glEnable GL_DITHER");
186     } else {
187         glDisable(GL_DITHER);
188         checkGLcall("glDisable GL_DITHER");
189     }
190 }
191
192 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193     /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
194      * this has to be merged with ZENABLE and ZFUNC
195      */
196     if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
197         glDepthMask(1);
198         checkGLcall("glDepthMask(1)");
199     } else {
200         glDepthMask(0);
201         checkGLcall("glDepthMask(0)");
202     }
203 }
204
205 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
206     int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
207
208     if(glParm) {
209         if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
210             static BOOL once = FALSE;
211             /* There are a few issues with this: First, our inability to
212              * select a proper Z depth, most of the time we're stuck with
213              * D24S8, even if the app selects D32 or D16. There seem to be
214              * some other precision problems which have to be debugged to
215              * make NOTEQUAL and EQUAL work properly
216              */
217             if(!once) {
218                 once = TRUE;
219                 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
220             }
221         }
222
223         glDepthFunc(glParm);
224         checkGLcall("glDepthFunc");
225     }
226 }
227
228 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
229     float col[4];
230     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
231
232     TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
233     glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
234     checkGLcall("glLightModel for MODEL_AMBIENT");
235 }
236
237 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
238     int srcBlend = GL_ZERO;
239     int dstBlend = GL_ZERO;
240     const StaticPixelFormatDesc *rtFormat;
241     IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
242
243     /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
244     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]      ||
245         stateblock->renderState[WINED3DRS_EDGEANTIALIAS]         ||
246         stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
247         const GlPixelFormatDesc *glDesc;
248         getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
249
250         /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
251          * The d3d9 visual test confirms the behavior. */
252         if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
253             glDisable(GL_BLEND);
254             checkGLcall("glDisable GL_BLEND");
255             return;
256         } else {
257             glEnable(GL_BLEND);
258             checkGLcall("glEnable GL_BLEND");
259         }
260     } else {
261         glDisable(GL_BLEND);
262         checkGLcall("glDisable GL_BLEND");
263         /* Nothing more to do - get out */
264         return;
265     };
266
267     switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
268         case WINED3DBLEND_ZERO               : dstBlend = GL_ZERO;  break;
269         case WINED3DBLEND_ONE                : dstBlend = GL_ONE;  break;
270         case WINED3DBLEND_SRCCOLOR           : dstBlend = GL_SRC_COLOR;  break;
271         case WINED3DBLEND_INVSRCCOLOR        : dstBlend = GL_ONE_MINUS_SRC_COLOR;  break;
272         case WINED3DBLEND_SRCALPHA           : dstBlend = GL_SRC_ALPHA;  break;
273         case WINED3DBLEND_INVSRCALPHA        : dstBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
274         case WINED3DBLEND_DESTCOLOR          : dstBlend = GL_DST_COLOR;  break;
275         case WINED3DBLEND_INVDESTCOLOR       : dstBlend = GL_ONE_MINUS_DST_COLOR;  break;
276
277         /* To compensate the lack of format switching with backbuffer offscreen rendering,
278          * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
279          * if the render target doesn't support alpha blending. A nonexistent alpha channel
280          * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
281          */
282         case WINED3DBLEND_DESTALPHA          :
283             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
284             dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
285             break;
286         case WINED3DBLEND_INVDESTALPHA       :
287             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
288             dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
289             break;
290
291         case WINED3DBLEND_SRCALPHASAT        :
292             dstBlend = GL_SRC_ALPHA_SATURATE;
293             WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
294             break;
295
296         /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
297          * values which are still valid up to d3d9. They should not occur as dest blend values
298          */
299         case WINED3DBLEND_BOTHSRCALPHA       : dstBlend = GL_SRC_ALPHA;
300             srcBlend = GL_SRC_ALPHA;
301             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
302             break;
303
304         case WINED3DBLEND_BOTHINVSRCALPHA    : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
305             srcBlend = GL_ONE_MINUS_SRC_ALPHA;
306             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
307             break;
308
309         case WINED3DBLEND_BLENDFACTOR        : dstBlend = GL_CONSTANT_COLOR;   break;
310         case WINED3DBLEND_INVBLENDFACTOR     : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
311         default:
312             FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
313     }
314
315     switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
316         case WINED3DBLEND_ZERO               : srcBlend = GL_ZERO;  break;
317         case WINED3DBLEND_ONE                : srcBlend = GL_ONE;  break;
318         case WINED3DBLEND_SRCCOLOR           : srcBlend = GL_SRC_COLOR;  break;
319         case WINED3DBLEND_INVSRCCOLOR        : srcBlend = GL_ONE_MINUS_SRC_COLOR;  break;
320         case WINED3DBLEND_SRCALPHA           : srcBlend = GL_SRC_ALPHA;  break;
321         case WINED3DBLEND_INVSRCALPHA        : srcBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
322         case WINED3DBLEND_DESTCOLOR          : srcBlend = GL_DST_COLOR;  break;
323         case WINED3DBLEND_INVDESTCOLOR       : srcBlend = GL_ONE_MINUS_DST_COLOR;  break;
324         case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;
325
326         case WINED3DBLEND_DESTALPHA          :
327             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
328             srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
329             break;
330         case WINED3DBLEND_INVDESTALPHA       :
331             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
332             srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
333             break;
334
335         case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
336             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
337             break;
338
339         case WINED3DBLEND_BOTHINVSRCALPHA    : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
340             dstBlend = GL_SRC_ALPHA;
341             break;
342
343         case WINED3DBLEND_BLENDFACTOR        : srcBlend = GL_CONSTANT_COLOR;   break;
344         case WINED3DBLEND_INVBLENDFACTOR     : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
345         default:
346             FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
347     }
348
349     if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
350        stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
351         glEnable(GL_LINE_SMOOTH);
352         checkGLcall("glEnable(GL_LINE_SMOOTH)");
353         if(srcBlend != GL_SRC_ALPHA) {
354             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
355         }
356         if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
357             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
358         }
359     } else {
360         glDisable(GL_LINE_SMOOTH);
361         checkGLcall("glDisable(GL_LINE_SMOOTH)");
362     }
363
364     /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
365     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
366         state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
367     }
368
369     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
370         int srcBlendAlpha = GL_ZERO;
371         int dstBlendAlpha = GL_ZERO;
372
373         /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
374         if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
375             WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
376             return;
377         }
378
379         switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
380             case WINED3DBLEND_ZERO               : dstBlendAlpha = GL_ZERO;  break;
381             case WINED3DBLEND_ONE                : dstBlendAlpha = GL_ONE;  break;
382             case WINED3DBLEND_SRCCOLOR           : dstBlendAlpha = GL_SRC_COLOR;  break;
383             case WINED3DBLEND_INVSRCCOLOR        : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
384             case WINED3DBLEND_SRCALPHA           : dstBlendAlpha = GL_SRC_ALPHA;  break;
385             case WINED3DBLEND_INVSRCALPHA        : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
386             case WINED3DBLEND_DESTCOLOR          : dstBlendAlpha = GL_DST_COLOR;  break;
387             case WINED3DBLEND_INVDESTCOLOR       : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
388             case WINED3DBLEND_DESTALPHA          : dstBlendAlpha = GL_DST_ALPHA;  break;
389             case WINED3DBLEND_INVDESTALPHA       : dstBlendAlpha = GL_DST_ALPHA;  break;
390             case WINED3DBLEND_SRCALPHASAT        :
391                 dstBlend = GL_SRC_ALPHA_SATURATE;
392                 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
393                 break;
394             /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
395             * values which are still valid up to d3d9. They should not occur as dest blend values
396             */
397             case WINED3DBLEND_BOTHSRCALPHA       :
398                 dstBlendAlpha = GL_SRC_ALPHA;
399                 srcBlendAlpha = GL_SRC_ALPHA;
400                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
401                 break;
402             case WINED3DBLEND_BOTHINVSRCALPHA    :
403                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
404                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
405                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
406                 break;
407             case WINED3DBLEND_BLENDFACTOR        : dstBlendAlpha = GL_CONSTANT_COLOR;   break;
408             case WINED3DBLEND_INVBLENDFACTOR     : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
409             default:
410                 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
411         }
412
413         switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
414             case WINED3DBLEND_ZERO               : srcBlendAlpha = GL_ZERO;  break;
415             case WINED3DBLEND_ONE                : srcBlendAlpha = GL_ONE;  break;
416             case WINED3DBLEND_SRCCOLOR           : srcBlendAlpha = GL_SRC_COLOR;  break;
417             case WINED3DBLEND_INVSRCCOLOR        : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
418             case WINED3DBLEND_SRCALPHA           : srcBlendAlpha = GL_SRC_ALPHA;  break;
419             case WINED3DBLEND_INVSRCALPHA        : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
420             case WINED3DBLEND_DESTCOLOR          : srcBlendAlpha = GL_DST_COLOR;  break;
421             case WINED3DBLEND_INVDESTCOLOR       : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
422             case WINED3DBLEND_SRCALPHASAT        : srcBlendAlpha = GL_SRC_ALPHA_SATURATE;  break;
423             case WINED3DBLEND_DESTALPHA          : srcBlendAlpha = GL_DST_ALPHA;  break;
424             case WINED3DBLEND_INVDESTALPHA       : srcBlendAlpha = GL_DST_ALPHA;  break;
425             case WINED3DBLEND_BOTHSRCALPHA       :
426                 srcBlendAlpha = GL_SRC_ALPHA;
427                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
428                 break;
429             case WINED3DBLEND_BOTHINVSRCALPHA    :
430                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431                 dstBlendAlpha = GL_SRC_ALPHA;
432                 break;
433             case WINED3DBLEND_BLENDFACTOR        : srcBlendAlpha = GL_CONSTANT_COLOR;   break;
434             case WINED3DBLEND_INVBLENDFACTOR     : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
435             default:
436                 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
437         }
438
439         GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
440         checkGLcall("glBlendFuncSeparateEXT");
441     } else {
442         TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
443         glBlendFunc(srcBlend, dstBlend);
444         checkGLcall("glBlendFunc");
445     }
446
447     /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
448         so it may need updating */
449     if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
450         const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
451         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
452     }
453 }
454
455 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
456     WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
457 }
458
459 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
460     float col[4];
461
462     TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
463     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
464     GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
465     checkGLcall("glBlendColor");
466 }
467
468 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
469     int glParm = 0;
470     float ref;
471     BOOL enable_ckey = FALSE;
472
473     IWineD3DSurfaceImpl *surf;
474
475     /* Find out if the texture on the first stage has a ckey set
476      * The alpha state func reads the texture settings, even though alpha and texture are not grouped
477      * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
478      * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
479      * in case it finds some texture+colorkeyenable combination which needs extra care.
480      */
481     if(stateblock->textures[0] && (
482        stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
483        stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
484         surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
485
486         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
487             const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
488             /* The surface conversion does not do color keying conversion for surfaces that have an alpha
489              * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
490              * surface has alpha bits
491              */
492             if(fmt->alphaMask == 0x00000000) {
493                 enable_ckey = TRUE;
494             }
495         }
496     }
497
498     if(enable_ckey || context->last_was_ckey) {
499         const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
500         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
501     }
502     context->last_was_ckey = enable_ckey;
503
504     if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
505         (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
506         glEnable(GL_ALPHA_TEST);
507         checkGLcall("glEnable GL_ALPHA_TEST");
508     } else {
509         glDisable(GL_ALPHA_TEST);
510         checkGLcall("glDisable GL_ALPHA_TEST");
511         /* Alpha test is disabled, don't bother setting the params - it will happen on the next
512          * enable call
513          */
514         return;
515     }
516
517     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
518         glParm = GL_NOTEQUAL;
519         ref = 0.0;
520     } else {
521         ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
522         glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
523     }
524     if(glParm) {
525         glAlphaFunc(glParm, ref);
526         checkGLcall("glAlphaFunc");
527     }
528 }
529
530 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
531     DWORD enable  = 0xFFFFFFFF;
532     DWORD disable = 0x00000000;
533
534     if (use_vs(stateblock->wineD3DDevice)) {
535         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
536          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
537          * conditions I got sick of tracking down. The shader state handler disables all clip planes because
538          * of that - don't do anything here and keep them disabled
539          */
540         if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
541             static BOOL warned = FALSE;
542             if(!warned) {
543                 FIXME("Clipping not supported with vertex shaders\n");
544                 warned = TRUE;
545             }
546         }
547         return;
548     }
549
550     /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
551      * of already set values
552      */
553
554     /* If enabling / disabling all
555      * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
556      */
557     if (stateblock->renderState[WINED3DRS_CLIPPING]) {
558         enable  = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
559         disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
560         if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
561             glDisable(GL_DEPTH_CLAMP_NV);
562             checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
563         }
564     } else {
565         disable = 0xffffffff;
566         enable  = 0x00;
567         if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
568             glEnable(GL_DEPTH_CLAMP_NV);
569             checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
570         }
571     }
572
573     if (enable & WINED3DCLIPPLANE0)  { glEnable(GL_CLIP_PLANE0);  checkGLcall("glEnable(clip plane 0)"); }
574     if (enable & WINED3DCLIPPLANE1)  { glEnable(GL_CLIP_PLANE1);  checkGLcall("glEnable(clip plane 1)"); }
575     if (enable & WINED3DCLIPPLANE2)  { glEnable(GL_CLIP_PLANE2);  checkGLcall("glEnable(clip plane 2)"); }
576     if (enable & WINED3DCLIPPLANE3)  { glEnable(GL_CLIP_PLANE3);  checkGLcall("glEnable(clip plane 3)"); }
577     if (enable & WINED3DCLIPPLANE4)  { glEnable(GL_CLIP_PLANE4);  checkGLcall("glEnable(clip plane 4)"); }
578     if (enable & WINED3DCLIPPLANE5)  { glEnable(GL_CLIP_PLANE5);  checkGLcall("glEnable(clip plane 5)"); }
579
580     if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
581     if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
582     if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
583     if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
584     if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
585     if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
586
587     /** update clipping status */
588     if (enable) {
589         stateblock->clip_status.ClipUnion = 0;
590         stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
591     } else {
592         stateblock->clip_status.ClipUnion = 0;
593         stateblock->clip_status.ClipIntersection = 0;
594     }
595 }
596
597 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
598     WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
599 }
600
601 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
602     int blendEquation = GL_FUNC_ADD;
603     int blendEquationAlpha = GL_FUNC_ADD;
604
605     /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
606     if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
607         WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
608         return;
609     }
610
611     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
612         case WINED3DBLENDOP_ADD              : blendEquation = GL_FUNC_ADD;              break;
613         case WINED3DBLENDOP_SUBTRACT         : blendEquation = GL_FUNC_SUBTRACT;         break;
614         case WINED3DBLENDOP_REVSUBTRACT      : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
615         case WINED3DBLENDOP_MIN              : blendEquation = GL_MIN;                   break;
616         case WINED3DBLENDOP_MAX              : blendEquation = GL_MAX;                   break;
617         default:
618             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
619     }
620
621     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
622         case WINED3DBLENDOP_ADD              : blendEquationAlpha = GL_FUNC_ADD;              break;
623         case WINED3DBLENDOP_SUBTRACT         : blendEquationAlpha = GL_FUNC_SUBTRACT;         break;
624         case WINED3DBLENDOP_REVSUBTRACT      : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
625         case WINED3DBLENDOP_MIN              : blendEquationAlpha = GL_MIN;                   break;
626         case WINED3DBLENDOP_MAX              : blendEquationAlpha = GL_MAX;                   break;
627         default:
628             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
629     }
630
631     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
632         TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
633         GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
634         checkGLcall("glBlendEquationSeparateEXT");
635     } else {
636         TRACE("glBlendEquation(%x)\n", blendEquation);
637         GL_EXTCALL(glBlendEquationEXT(blendEquation));
638         checkGLcall("glBlendEquation");
639     }
640 }
641
642 static void
643 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
644     /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
645      * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
646      * specular color. This is wrong:
647      * Separate specular color means the specular colour is maintained separately, whereas
648      * single color means it is merged in. However in both cases they are being used to
649      * some extent.
650      * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
651      * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
652      * running 1.4 yet!
653      *
654      *
655      * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
656      * Instead, we need to setup the FinalCombiner properly.
657      *
658      * The default setup for the FinalCombiner is:
659      *
660      * <variable>       <input>                             <mapping>               <usage>
661      * GL_VARIABLE_A_NV GL_FOG,                             GL_UNSIGNED_IDENTITY_NV GL_ALPHA
662      * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV   GL_UNSIGNED_IDENTITY_NV GL_RGB
663      * GL_VARIABLE_C_NV GL_FOG                              GL_UNSIGNED_IDENTITY_NV GL_RGB
664      * GL_VARIABLE_D_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
665      * GL_VARIABLE_E_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
666      * GL_VARIABLE_F_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
667      * GL_VARIABLE_G_NV GL_SPARE0_NV                        GL_UNSIGNED_IDENTITY_NV GL_ALPHA
668      *
669      * That's pretty much fine as it is, except for variable B, which needs to take
670      * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
671      * whether WINED3DRS_SPECULARENABLE is enabled or not.
672      */
673
674     TRACE("Setting specular enable state and materials\n");
675     if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
676         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
677         checkGLcall("glMaterialfv");
678
679         if(stateblock->material.Power > GL_LIMITS(shininess)) {
680             /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
681              * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
682              * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
683              * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
684              * them, it should be safe to do so without major visual distortions.
685              */
686             WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
687             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
688         } else {
689             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
690         }
691         checkGLcall("glMaterialf(GL_SHININESS)");
692
693         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
694             glEnable(GL_COLOR_SUM_EXT);
695         } else {
696             TRACE("Specular colors cannot be enabled in this version of opengl\n");
697         }
698         checkGLcall("glEnable(GL_COLOR_SUM)");
699
700         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
701             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
702             checkGLcall("glFinalCombinerInputNV()");
703         }
704     } else {
705         float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
706
707         /* for the case of enabled lighting: */
708         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
709         checkGLcall("glMaterialfv");
710
711         /* for the case of disabled lighting: */
712         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
713             glDisable(GL_COLOR_SUM_EXT);
714         } else {
715             TRACE("Specular colors cannot be disabled in this version of opengl\n");
716         }
717         checkGLcall("glDisable(GL_COLOR_SUM)");
718
719         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
720             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
721             checkGLcall("glFinalCombinerInputNV()");
722         }
723     }
724
725     TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
726           stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
727     TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
728           stateblock->material.Ambient.b, stateblock->material.Ambient.a);
729     TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
730           stateblock->material.Specular.b, stateblock->material.Specular.a);
731     TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
732           stateblock->material.Emissive.b, stateblock->material.Emissive.a);
733
734     glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
735     checkGLcall("glMaterialfv(GL_AMBIENT)");
736     glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
737     checkGLcall("glMaterialfv(GL_DIFFUSE)");
738     glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
739     checkGLcall("glMaterialfv(GL_EMISSION)");
740 }
741
742 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
743     unsigned int i;
744
745     /* Note the texture color applies to all textures whereas
746      * GL_TEXTURE_ENV_COLOR applies to active only
747      */
748     float col[4];
749     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
750
751     /* And now the default texture color as well */
752     for (i = 0; i < GL_LIMITS(texture_stages); i++) {
753         /* Note the WINED3DRS value applies to all textures, but GL has one
754             * per texture, so apply it now ready to be used!
755             */
756         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
757             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
758             checkGLcall("glActiveTextureARB");
759         } else if (i>0) {
760             FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
761         }
762
763         glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
764         checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
765     }
766 }
767
768 static void
769 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
770     glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
771     checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
772     GL_EXTCALL(glActiveStencilFaceEXT(face));
773     checkGLcall("glActiveStencilFaceEXT(...)");
774     glStencilFunc(func, ref, mask);
775     checkGLcall("glStencilFunc(...)");
776     glStencilOp(stencilFail, depthFail, stencilPass);
777     checkGLcall("glStencilOp(...)");
778 }
779
780 static void
781 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
782     DWORD onesided_enable = FALSE;
783     DWORD twosided_enable = FALSE;
784     GLint func = GL_ALWAYS;
785     GLint func_ccw = GL_ALWAYS;
786     GLint ref = 0;
787     GLuint mask = 0;
788     GLint stencilFail = GL_KEEP;
789     GLint depthFail = GL_KEEP;
790     GLint stencilPass = GL_KEEP;
791     GLint stencilFail_ccw = GL_KEEP;
792     GLint depthFail_ccw = GL_KEEP;
793     GLint stencilPass_ccw = GL_KEEP;
794
795     /* No stencil test without a stencil buffer */
796     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
797         glDisable(GL_STENCIL_TEST);
798         checkGLcall("glDisable GL_STENCIL_TEST");
799         return;
800     }
801
802     onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
803     twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
804     if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
805         func = GL_ALWAYS;
806     if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
807         func_ccw = GL_ALWAYS;
808     ref = stateblock->renderState[WINED3DRS_STENCILREF];
809     mask = stateblock->renderState[WINED3DRS_STENCILMASK];
810     stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
811     depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
812     stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
813     stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
814     depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
815     stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
816
817     TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
818           "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
819           "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
820     onesided_enable, twosided_enable, ref, mask,
821     func, stencilFail, depthFail, stencilPass,
822     func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
823
824     if (twosided_enable && onesided_enable) {
825         glEnable(GL_STENCIL_TEST);
826         checkGLcall("glEnable GL_STENCIL_TEST");
827
828         if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
829             /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
830              * which has an effect on the code below too. If we apply the front face
831              * afterwards, we are sure that the active stencil face is set to front,
832              * and other stencil functions which do not use two sided stencil do not have
833              * to set it back
834              */
835             renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
836                                          stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
837             renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
838                                          stencilFail, depthFail, stencilPass);
839         } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
840             GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
841             checkGLcall("glStencilFuncSeparateATI(...)");
842             GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
843             checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
844             GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
845             checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
846         } else {
847             ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
848         }
849     } else if(onesided_enable) {
850         if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
851             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
852             checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
853         }
854
855         /* This code disables the ATI extension as well, since the standard stencil functions are equal
856          * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
857          */
858         glEnable(GL_STENCIL_TEST);
859         checkGLcall("glEnable GL_STENCIL_TEST");
860         glStencilFunc(func, ref, mask);
861         checkGLcall("glStencilFunc(...)");
862         glStencilOp(stencilFail, depthFail, stencilPass);
863         checkGLcall("glStencilOp(...)");
864     } else {
865         glDisable(GL_STENCIL_TEST);
866         checkGLcall("glDisable GL_STENCIL_TEST");
867     }
868 }
869
870 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
871     DWORD mask;
872
873     if(stateblock->wineD3DDevice->stencilBufferTarget) {
874         mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
875     } else {
876         mask = 0;
877     }
878
879     GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
880     checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
881     glStencilMask(mask);
882     checkGLcall("glStencilMask");
883     GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
884     checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
885     glStencilMask(mask);
886 }
887
888 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
889     DWORD mask;
890
891     if(stateblock->wineD3DDevice->stencilBufferTarget) {
892         mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
893     } else {
894         mask = 0;
895     }
896
897     glStencilMask(mask);
898     checkGLcall("glStencilMask");
899 }
900
901 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
902     BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
903     BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
904                   && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
905     float fogstart, fogend;
906
907     union {
908         DWORD d;
909         float f;
910     } tmpvalue;
911
912     if (!fogenable) {
913         /* No fog? Disable it, and we're done :-) */
914         glDisable(GL_FOG);
915         checkGLcall("glDisable GL_FOG");
916         if( use_ps(stateblock->wineD3DDevice)
917                 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
918             /* disable fog in the pixel shader
919              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
920              * -1/(e-s) and e/(e-s) respectively.
921              */
922             glFogf(GL_FOG_START, 0.0f);
923             checkGLcall("glFogf(GL_FOG_START, fogstart)");
924             glFogf(GL_FOG_END, 1.0f);
925             checkGLcall("glFogf(GL_FOG_END, fogend)");
926         }
927         return;
928     }
929
930     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
931     fogstart = tmpvalue.f;
932     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
933     fogend = tmpvalue.f;
934
935     /* Fog Rules:
936      *
937      * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
938      * It can use the Z value of the vertex, or the alpha component of the specular color.
939      * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
940      * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
941      * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
942      *
943      * FOGTABLEMODE != NONE:
944      *  The Z value is used, with the equation specified, no matter what vertex type.
945      *
946      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
947      *  Per vertex fog is calculated using the specified fog equation and the parameters
948      *
949      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
950      * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
951      *  Linear fog with start = 255.0, end = 0.0, input comes from the specular color
952      *
953      *
954      * Rules for vertex fog with shaders:
955      *
956      * When mixing fixed function functionality with the programmable pipeline, D3D expects
957      * the fog computation to happen during transformation while openGL expects it to happen
958      * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
959      * the pixel shader while openGL always expects the pixel shader to handle the blending.
960      * To solve this problem, WineD3D does:
961      * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
962      * shader,
963      * and 2) disables the fog computation (in either the fixed function or programmable
964      * rasterizer) if using a vertex program.
965      *
966      *
967      * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
968      * without shaders).
969      */
970
971     if( is_ps3 ) {
972         if( !use_vs(stateblock->wineD3DDevice)
973                 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
974             FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
975         }
976     }
977
978     if (use_vs(stateblock->wineD3DDevice)
979             && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
980         if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
981             if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
982             /* Disable fog */
983             fogenable = FALSE;
984         } else {
985             /* Set fog computation in the rasterizer to pass through the value (just blend it) */
986             glFogi(GL_FOG_MODE, GL_LINEAR);
987             checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
988             fogstart = 1.0;
989             fogend = 0.0;
990         }
991
992         if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
993             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
994             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
995             context->fog_coord = FALSE;
996         }
997         context->last_was_foggy_shader = TRUE;
998     }
999     else if( use_ps(stateblock->wineD3DDevice) ) {
1000         /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1001          * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
1002          */
1003         WINED3DFOGMODE mode;
1004         context->last_was_foggy_shader = FALSE;
1005
1006         /* If both fogmodes are set use the table fog mode */
1007         if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1008             mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
1009         else
1010             mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
1011
1012         switch (mode) {
1013             case WINED3DFOG_EXP:
1014             case WINED3DFOG_EXP2:
1015                 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
1016                 /* Disable fog */
1017                 fogenable = FALSE;
1018                 break;
1019
1020             case WINED3DFOG_LINEAR:
1021                 fogstart = -1.0f/(fogend-fogstart);
1022                 fogend *= -fogstart;
1023                 break;
1024
1025             case WINED3DFOG_NONE:
1026                 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
1027                 /* Disable fog */
1028                 fogenable = FALSE;
1029                 break;
1030             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1031         }
1032
1033         if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1034             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1035             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1036             context->fog_coord = FALSE;
1037         }
1038     }
1039     /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1040      * the system will apply only pixel(=table) fog effects."
1041      */
1042     else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1043         glHint(GL_FOG_HINT, GL_FASTEST);
1044         checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
1045         context->last_was_foggy_shader = FALSE;
1046
1047         switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1048             /* If processed vertices are used, fall through to the NONE case */
1049             case WINED3DFOG_EXP:  {
1050                 if(!context->last_was_rhw) {
1051                     glFogi(GL_FOG_MODE, GL_EXP);
1052                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1053                     if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1054                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1055                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1056                         context->fog_coord = FALSE;
1057                     }
1058                     break;
1059                 }
1060             }
1061             case WINED3DFOG_EXP2: {
1062                 if(!context->last_was_rhw) {
1063                     glFogi(GL_FOG_MODE, GL_EXP2);
1064                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1065                     if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1066                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1067                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1068                         context->fog_coord = FALSE;
1069                     }
1070                     break;
1071                 }
1072             }
1073             case WINED3DFOG_LINEAR: {
1074                 if(!context->last_was_rhw) {
1075                     glFogi(GL_FOG_MODE, GL_LINEAR);
1076                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1077                     if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1078                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1079                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1080                         context->fog_coord = FALSE;
1081                     }
1082                     break;
1083                 }
1084             }
1085             case WINED3DFOG_NONE: {
1086                 /* Both are none? According to msdn the alpha channel of the specular
1087                  * color contains a fog factor. Set it in drawStridedSlow.
1088                  * Same happens with Vertexfog on transformed vertices
1089                  */
1090                 if(GL_SUPPORT(EXT_FOG_COORD)) {
1091                     if(context->fog_coord == FALSE) {
1092                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1093                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1094                         context->fog_coord = TRUE;
1095                     }
1096                     glFogi(GL_FOG_MODE, GL_LINEAR);
1097                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1098                     fogstart = 0xff;
1099                     fogend = 0x0;
1100                 } else {
1101                     /* Disable GL fog, handle this in software in drawStridedSlow */
1102                     fogenable = FALSE;
1103                 }
1104                 break;
1105             }
1106             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1107         }
1108     } else {
1109         glHint(GL_FOG_HINT, GL_NICEST);
1110         checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
1111         context->last_was_foggy_shader = FALSE;
1112
1113         switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1114             case WINED3DFOG_EXP:
1115                 glFogi(GL_FOG_MODE, GL_EXP);
1116                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1117                 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1118                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1119                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1120                     context->fog_coord = FALSE;
1121                 }
1122                 break;
1123
1124             case WINED3DFOG_EXP2:
1125                 glFogi(GL_FOG_MODE, GL_EXP2);
1126                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1127                 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1128                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1129                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1130                     context->fog_coord = FALSE;
1131                 }
1132                 break;
1133
1134             case WINED3DFOG_LINEAR:
1135                 glFogi(GL_FOG_MODE, GL_LINEAR);
1136                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1137                 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1138                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1139                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1140                     context->fog_coord = FALSE;
1141                 }
1142                 break;
1143
1144             case WINED3DFOG_NONE:   /* Won't happen */
1145             default:
1146                 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1147         }
1148     }
1149
1150     if(fogenable) {
1151         glEnable(GL_FOG);
1152         checkGLcall("glEnable GL_FOG");
1153
1154         if(fogstart != fogend)
1155         {
1156             glFogfv(GL_FOG_START, &fogstart);
1157             checkGLcall("glFogf(GL_FOG_START, fogstart)");
1158             TRACE("Fog Start == %f\n", fogstart);
1159
1160             glFogfv(GL_FOG_END, &fogend);
1161             checkGLcall("glFogf(GL_FOG_END, fogend)");
1162             TRACE("Fog End == %f\n", fogend);
1163         }
1164         else
1165         {
1166             glFogf(GL_FOG_START, -1.0 / 0.0);
1167             checkGLcall("glFogf(GL_FOG_START, fogstart)");
1168             TRACE("Fog Start == %f\n", fogstart);
1169
1170             glFogf(GL_FOG_END, 0.0);
1171             checkGLcall("glFogf(GL_FOG_END, fogend)");
1172             TRACE("Fog End == %f\n", fogend);
1173         }
1174     } else {
1175         glDisable(GL_FOG);
1176         checkGLcall("glDisable GL_FOG");
1177         if( use_ps(stateblock->wineD3DDevice) ) {
1178             /* disable fog in the pixel shader
1179              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1180              * -1/(e-s) and e/(e-s) respectively.
1181              */
1182             glFogf(GL_FOG_START, 0.0f);
1183             checkGLcall("glFogf(GL_FOG_START, fogstart)");
1184             glFogf(GL_FOG_END, 1.0f);
1185             checkGLcall("glFogf(GL_FOG_END, fogend)");
1186         }
1187     }
1188 }
1189
1190 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1191     if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1192         WARN("Range fog enabled, but not supported by this opengl implementation\n");
1193     }
1194 }
1195
1196 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1197     if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1198         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1199         checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1200     } else {
1201         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1202         checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1203     }
1204 }
1205
1206 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1207     float col[4];
1208     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1209     glFogfv(GL_FOG_COLOR, &col[0]);
1210     checkGLcall("glFog GL_FOG_COLOR");
1211 }
1212
1213 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1214     union {
1215         DWORD d;
1216         float f;
1217     } tmpvalue;
1218     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1219     glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1220     checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1221 }
1222
1223 /* TODO: Merge with primitive type + init_materials()!! */
1224 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1225     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1226     GLenum Parm = 0;
1227     WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1228     BOOL isDiffuseSupplied;
1229
1230     /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1231      * The vertex declaration will call this function if the fixed function pipeline is used.
1232      */
1233
1234     if(isStateDirty(context, STATE_VDECL)) {
1235         return;
1236     }
1237
1238     isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1239
1240     context->num_untracked_materials = 0;
1241     if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1242         TRACE("diff %d, amb %d, emis %d, spec %d\n",
1243               stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1244               stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1245               stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1246               stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1247
1248         if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1249             if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1250                 Parm = GL_AMBIENT_AND_DIFFUSE;
1251             } else {
1252                 Parm = GL_DIFFUSE;
1253             }
1254             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1255                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1256                 context->num_untracked_materials++;
1257             }
1258             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1259                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1260                 context->num_untracked_materials++;
1261             }
1262         } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1263             Parm = GL_AMBIENT;
1264             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1265                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1266                 context->num_untracked_materials++;
1267             }
1268             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1269                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1270                 context->num_untracked_materials++;
1271             }
1272         } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1273             Parm = GL_EMISSION;
1274             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1275                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1276                 context->num_untracked_materials++;
1277             }
1278         } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1279             Parm = GL_SPECULAR;
1280         }
1281     }
1282
1283     /* Nothing changed, return. */
1284     if (Parm == context->tracking_parm) return;
1285
1286     if(!Parm) {
1287         glDisable(GL_COLOR_MATERIAL);
1288         checkGLcall("glDisable GL_COLOR_MATERIAL");
1289     } else {
1290         glColorMaterial(GL_FRONT_AND_BACK, Parm);
1291         checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1292         glEnable(GL_COLOR_MATERIAL);
1293         checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1294     }
1295
1296     /* Apparently calls to glMaterialfv are ignored for properties we're
1297      * tracking with glColorMaterial, so apply those here. */
1298     switch (context->tracking_parm) {
1299         case GL_AMBIENT_AND_DIFFUSE:
1300             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1301             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1302             checkGLcall("glMaterialfv");
1303             break;
1304
1305         case GL_DIFFUSE:
1306             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1307             checkGLcall("glMaterialfv");
1308             break;
1309
1310         case GL_AMBIENT:
1311             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1312             checkGLcall("glMaterialfv");
1313             break;
1314
1315         case GL_EMISSION:
1316             glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1317             checkGLcall("glMaterialfv");
1318             break;
1319
1320         case GL_SPECULAR:
1321             /* Only change material color if specular is enabled, otherwise it is set to black */
1322             if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1323                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1324                 checkGLcall("glMaterialfv");
1325             } else {
1326                 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1327                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1328                 checkGLcall("glMaterialfv");
1329             }
1330             break;
1331     }
1332
1333     context->tracking_parm = Parm;
1334 }
1335
1336 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1337     union {
1338         DWORD                 d;
1339         WINED3DLINEPATTERN    lp;
1340     } tmppattern;
1341     tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1342
1343     TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1344
1345     if (tmppattern.lp.wRepeatFactor) {
1346         glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1347         checkGLcall("glLineStipple(repeat, linepattern)");
1348         glEnable(GL_LINE_STIPPLE);
1349         checkGLcall("glEnable(GL_LINE_STIPPLE);");
1350     } else {
1351         glDisable(GL_LINE_STIPPLE);
1352         checkGLcall("glDisable(GL_LINE_STIPPLE);");
1353     }
1354 }
1355
1356 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1357     union {
1358         DWORD d;
1359         float f;
1360     } tmpvalue;
1361
1362     if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1363         tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1364         TRACE("ZBias value %f\n", tmpvalue.f);
1365         glPolygonOffset(0, -tmpvalue.f);
1366         checkGLcall("glPolygonOffset(0, -Value)");
1367         glEnable(GL_POLYGON_OFFSET_FILL);
1368         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1369         glEnable(GL_POLYGON_OFFSET_LINE);
1370         checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1371         glEnable(GL_POLYGON_OFFSET_POINT);
1372         checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1373     } else {
1374         glDisable(GL_POLYGON_OFFSET_FILL);
1375         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1376         glDisable(GL_POLYGON_OFFSET_LINE);
1377         checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1378         glDisable(GL_POLYGON_OFFSET_POINT);
1379         checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1380     }
1381 }
1382
1383
1384 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1385     if(isStateDirty(context, STATE_VDECL)) {
1386         return;
1387     }
1388     /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1389      * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1390      * by zero and is not properly defined in opengl, so avoid it
1391      */
1392     if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1393         stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1394         stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1395         glEnable(GL_NORMALIZE);
1396         checkGLcall("glEnable(GL_NORMALIZE);");
1397     } else {
1398         glDisable(GL_NORMALIZE);
1399         checkGLcall("glDisable(GL_NORMALIZE);");
1400     }
1401 }
1402
1403 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1404     union {
1405         DWORD d;
1406         float f;
1407     } tmpvalue;
1408
1409     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1410     if(tmpvalue.f != 1.0) {
1411         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1412     }
1413     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1414     if(tmpvalue.f != 64.0) {
1415         FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1416     }
1417
1418 }
1419
1420 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1421     union {
1422         DWORD d;
1423         float f;
1424     } min, max;
1425
1426     min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1427     max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1428
1429     /* Max point size trumps min point size */
1430     if(min.f > max.f) {
1431         min.f = max.f;
1432     }
1433
1434     GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1435     checkGLcall("glPointParameterfEXT(...)");
1436     GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1437     checkGLcall("glPointParameterfEXT(...)");
1438 }
1439
1440 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1441     union {
1442         DWORD d;
1443         float f;
1444     } min, max;
1445
1446     min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1447     max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1448
1449     /* Max point size trumps min point size */
1450     if(min.f > max.f) {
1451         min.f = max.f;
1452     }
1453
1454     GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1455     checkGLcall("glPointParameterfARB(...)");
1456     GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1457     checkGLcall("glPointParameterfARB(...)");
1458 }
1459
1460 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1461     /* TODO: Group this with the viewport */
1462     /*
1463      * POINTSCALEENABLE controls how point size value is treated. If set to
1464      * true, the point size is scaled with respect to height of viewport.
1465      * When set to false point size is in pixels.
1466      */
1467
1468     /* Default values */
1469     GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1470     union {
1471         DWORD d;
1472         float f;
1473     } pointSize, A, B, C;
1474
1475     pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1476     A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1477     B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1478     C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1479
1480     if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1481         GLfloat scaleFactor;
1482         float h = stateblock->viewport.Height;
1483
1484         if(pointSize.f < GL_LIMITS(pointsizemin)) {
1485             /*
1486              * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1487              * 0.0f. This means that OpenGL will clamp really small point sizes to the
1488              * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1489              * are less than 1.0f. scale_factor =  1.0f / point_size.
1490              */
1491             scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1492             /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1493              * is 1.0, but then accepts points below that and draws too small points
1494              */
1495             pointSize.f = GL_LIMITS(pointsizemin);
1496         } else if(pointSize.f > GL_LIMITS(pointsize)) {
1497             /* gl already scales the input to glPointSize,
1498              * d3d scales the result after the point size scale.
1499              * If the point size is bigger than the max size, use the
1500              * scaling to scale it bigger, and set the gl point size to max
1501              */
1502             scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1503             TRACE("scale: %f\n", scaleFactor);
1504             pointSize.f = GL_LIMITS(pointsize);
1505         } else {
1506             scaleFactor = 1.0f;
1507         }
1508         scaleFactor = pow(h * scaleFactor, 2);
1509
1510         att[0] = A.f / scaleFactor;
1511         att[1] = B.f / scaleFactor;
1512         att[2] = C.f / scaleFactor;
1513     }
1514
1515     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1516         GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1517         checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1518     }
1519     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1520         GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1521         checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1522     } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1523         WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1524     }
1525
1526     glPointSize(pointSize.f);
1527     checkGLcall("glPointSize(...);");
1528 }
1529
1530 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1531     DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1532
1533     TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1534         Value & WINED3DCOLORWRITEENABLE_RED   ? 1 : 0,
1535         Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1536         Value & WINED3DCOLORWRITEENABLE_BLUE  ? 1 : 0,
1537         Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1538     glColorMask(Value & WINED3DCOLORWRITEENABLE_RED   ? GL_TRUE : GL_FALSE,
1539                 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1540                 Value & WINED3DCOLORWRITEENABLE_BLUE  ? GL_TRUE : GL_FALSE,
1541                 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1542     checkGLcall("glColorMask(...)");
1543
1544     /* depends on WINED3DRS_COLORWRITEENABLE. */
1545     if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1546        stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1547        stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1548         ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1549             stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1550             stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1551             stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1552     }
1553 }
1554
1555 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1556     if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1557         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1558         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1559     } else {
1560         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1561         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1562     }
1563 }
1564
1565 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1566     if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1567         TRACE("Last Pixel Drawing Enabled\n");
1568     } else {
1569         static BOOL first = TRUE;
1570         if(first) {
1571             FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1572             first = FALSE;
1573         } else {
1574             TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1575         }
1576     }
1577 }
1578
1579 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1580     /* TODO: NV_POINT_SPRITE */
1581     if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1582         TRACE("Point sprites not supported\n");
1583     }
1584 }
1585
1586 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1587     if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1588         glEnable(GL_POINT_SPRITE_ARB);
1589         checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1590     } else {
1591         glDisable(GL_POINT_SPRITE_ARB);
1592         checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1593     }
1594 }
1595
1596 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1597     /**
1598      http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1599      http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1600      Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1601      http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1602
1603      so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1604      */
1605     TRACE("Stub\n");
1606     if(stateblock->renderState[WINED3DRS_WRAP0] ||
1607        stateblock->renderState[WINED3DRS_WRAP1] ||
1608        stateblock->renderState[WINED3DRS_WRAP2] ||
1609        stateblock->renderState[WINED3DRS_WRAP3] ||
1610        stateblock->renderState[WINED3DRS_WRAP4] ||
1611        stateblock->renderState[WINED3DRS_WRAP5] ||
1612        stateblock->renderState[WINED3DRS_WRAP6] ||
1613        stateblock->renderState[WINED3DRS_WRAP7] ||
1614        stateblock->renderState[WINED3DRS_WRAP8] ||
1615        stateblock->renderState[WINED3DRS_WRAP9] ||
1616        stateblock->renderState[WINED3DRS_WRAP10] ||
1617        stateblock->renderState[WINED3DRS_WRAP11] ||
1618        stateblock->renderState[WINED3DRS_WRAP12] ||
1619        stateblock->renderState[WINED3DRS_WRAP13] ||
1620        stateblock->renderState[WINED3DRS_WRAP14] ||
1621        stateblock->renderState[WINED3DRS_WRAP15] ) {
1622         FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1623     }
1624 }
1625
1626 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1627     if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1628         WARN("Multisample antialiasing not supported by gl\n");
1629     }
1630 }
1631
1632 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1633     if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1634         glEnable(GL_MULTISAMPLE_ARB);
1635         checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1636     } else {
1637         glDisable(GL_MULTISAMPLE_ARB);
1638         checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1639     }
1640 }
1641
1642 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1643     if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1644         glEnable(GL_SCISSOR_TEST);
1645         checkGLcall("glEnable(GL_SCISSOR_TEST)");
1646     } else {
1647         glDisable(GL_SCISSOR_TEST);
1648         checkGLcall("glDisable(GL_SCISSOR_TEST)");
1649     }
1650 }
1651
1652 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1653     union {
1654         DWORD d;
1655         float f;
1656     } tmpvalue;
1657
1658     if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1659        stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1660         tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1661         glEnable(GL_POLYGON_OFFSET_FILL);
1662         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1663         glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1664         checkGLcall("glPolygonOffset(...)");
1665     } else {
1666         glDisable(GL_POLYGON_OFFSET_FILL);
1667         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1668     }
1669 }
1670
1671 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1672     if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1673         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1674         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1675     } else {
1676         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1677         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1678     }
1679 }
1680
1681 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1682     TRACE("Stub\n");
1683     if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1684         FIXME(" Stippled Alpha not supported yet.\n");
1685 }
1686
1687 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1688     TRACE("Stub\n");
1689     if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1690         FIXME(" Antialias not supported yet.\n");
1691 }
1692
1693 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1694     TRACE("Stub\n");
1695     if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1696         FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1697 }
1698
1699 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1700     TRACE("Stub\n");
1701     if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1702         FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1703 }
1704
1705 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1706     union {
1707         DWORD d;
1708         float f;
1709     } tmpvalue;
1710     tmpvalue.f = 1.0f;
1711
1712     TRACE("Stub\n");
1713     if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1714     {
1715         static BOOL displayed = FALSE;
1716
1717         tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1718         if(!displayed)
1719             FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1720
1721         displayed = TRUE;
1722     }
1723 }
1724
1725 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1726     TRACE("Stub\n");
1727     if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1728         FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1729 }
1730
1731 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1732     TRACE("Stub\n");
1733     if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1734         FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1735 }
1736
1737 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1738     TRACE("Stub\n");
1739     if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1740         FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1741 }
1742
1743 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1744     if(stateblock->renderState[WINED3DRS_WRAPU]) {
1745         FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1746     }
1747 }
1748
1749 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1750     if(stateblock->renderState[WINED3DRS_WRAPV]) {
1751         FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1752     }
1753 }
1754
1755 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1756     if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1757         FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1758     }
1759 }
1760
1761 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1762     if(stateblock->renderState[WINED3DRS_ROP2]) {
1763         FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1764     }
1765 }
1766
1767 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1768     if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1769         FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1770     }
1771 }
1772
1773 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1774     if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1775         FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1776     }
1777 }
1778
1779 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1780     if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1781         FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1782     }
1783 }
1784
1785 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1786     if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1787         FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1788     }
1789 }
1790
1791 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1792     if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1793         FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1794     }
1795 }
1796
1797 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1798     if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1799         FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1800     }
1801 }
1802
1803 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1804     if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1805         FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1806     }
1807 }
1808
1809 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1810     if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1811         FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1812     }
1813 }
1814
1815 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1816     if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1817         FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1818     }
1819 }
1820
1821 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1822     if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1823         FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1824     }
1825 }
1826
1827 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1828     if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1829         FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1830     }
1831 }
1832
1833 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1834 #if defined (GL_VERSION_1_3)
1835 # define useext(A) A
1836 #elif defined (GL_EXT_texture_env_combine)
1837 # define useext(A) A##_EXT
1838 #elif defined (GL_ARB_texture_env_combine)
1839 # define useext(A) A##_ARB
1840 #endif
1841
1842 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1843     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1844     * input should be used for all input components. The WINED3DTA_COMPLEMENT
1845     * flag specifies the complement of the input should be used. */
1846     BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1847     BOOL complement = arg & WINED3DTA_COMPLEMENT;
1848
1849     /* Calculate the operand */
1850     if (complement) {
1851         if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1852         else *operand = GL_ONE_MINUS_SRC_COLOR;
1853     } else {
1854         if (from_alpha) *operand = GL_SRC_ALPHA;
1855         else *operand = GL_SRC_COLOR;
1856     }
1857
1858     /* Calculate the source */
1859     switch (arg & WINED3DTA_SELECTMASK) {
1860         case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1861         case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1862         case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1863         case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1864         case WINED3DTA_SPECULAR:
1865             /*
1866             * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1867             * 'Secondary color' and isn't supported until base GL supports it
1868             * There is no concept of temp registers as far as I can tell
1869             */
1870             FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1871             *source = GL_TEXTURE;
1872             break;
1873         default:
1874             FIXME("Unrecognized texture arg %#x\n", arg);
1875             *source = GL_TEXTURE;
1876             break;
1877     }
1878 }
1879
1880 /* Setup the texture operations texture stage states */
1881 static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1882 {
1883     GLenum src1, src2, src3;
1884     GLenum opr1, opr2, opr3;
1885     GLenum comb_target;
1886     GLenum src0_target, src1_target, src2_target;
1887     GLenum opr0_target, opr1_target, opr2_target;
1888     GLenum scal_target;
1889     GLenum opr=0, invopr, src3_target, opr3_target;
1890     BOOL Handled = FALSE;
1891     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1892     IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
1893
1894     TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1895
1896     /* This is called by a state handler which has the gl lock held and a context for the thread */
1897
1898         /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1899     the form (a1 <operation> a2). However, some of the more complex operations
1900     take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1901     in a third parameter called a0. Therefore these are operations of the form
1902     a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1903
1904     However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1905     functions below, expect their syntax to differ slightly to those listed in the
1906     manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1907     This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP                     */
1908
1909     if (isAlpha) {
1910         comb_target = useext(GL_COMBINE_ALPHA);
1911         src0_target = useext(GL_SOURCE0_ALPHA);
1912         src1_target = useext(GL_SOURCE1_ALPHA);
1913         src2_target = useext(GL_SOURCE2_ALPHA);
1914         opr0_target = useext(GL_OPERAND0_ALPHA);
1915         opr1_target = useext(GL_OPERAND1_ALPHA);
1916         opr2_target = useext(GL_OPERAND2_ALPHA);
1917         scal_target = GL_ALPHA_SCALE;
1918     }
1919     else {
1920         comb_target = useext(GL_COMBINE_RGB);
1921         src0_target = useext(GL_SOURCE0_RGB);
1922         src1_target = useext(GL_SOURCE1_RGB);
1923         src2_target = useext(GL_SOURCE2_RGB);
1924         opr0_target = useext(GL_OPERAND0_RGB);
1925         opr1_target = useext(GL_OPERAND1_RGB);
1926         opr2_target = useext(GL_OPERAND2_RGB);
1927         scal_target = useext(GL_RGB_SCALE);
1928     }
1929
1930         /* If a texture stage references an invalid texture unit the stage just
1931         * passes through the result from the previous stage */
1932     if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1933         arg1 = WINED3DTA_CURRENT;
1934         op = WINED3DTOP_SELECTARG1;
1935     }
1936
1937         /* From MSDN (WINED3DTSS_ALPHAARG1) :
1938     The default argument is WINED3DTA_TEXTURE. If no texture is set for this stage,
1939     then the default argument is WINED3DTA_DIFFUSE.
1940     FIXME? If texture added/removed, may need to reset back as well?    */
1941     if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1942         get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1943     } else {
1944         get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1945     }
1946     get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1947     get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1948
1949     TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1950
1951     Handled = TRUE; /* Assume will be handled */
1952
1953     /* Other texture operations require special extensions: */
1954     if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1955         if (isAlpha) {
1956             opr = GL_SRC_ALPHA;
1957             invopr = GL_ONE_MINUS_SRC_ALPHA;
1958             src3_target = GL_SOURCE3_ALPHA_NV;
1959             opr3_target = GL_OPERAND3_ALPHA_NV;
1960         } else {
1961             opr = GL_SRC_COLOR;
1962             invopr = GL_ONE_MINUS_SRC_COLOR;
1963             src3_target = GL_SOURCE3_RGB_NV;
1964             opr3_target = GL_OPERAND3_RGB_NV;
1965         }
1966         switch (op) {
1967             case WINED3DTOP_DISABLE: /* Only for alpha */
1968                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1969                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
1970                 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
1971                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1972                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
1973                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1974                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1975                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1976                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1977                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1978                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1979                 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1980                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1981                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1982                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1983                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1984                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1985                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1986                 break;
1987                 case WINED3DTOP_SELECTARG1:                                          /* = a1 * 1 + 0 * 0 */
1988                 case WINED3DTOP_SELECTARG2:                                          /* = a2 * 1 + 0 * 0 */
1989                     glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1990                     checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
1991                     if (op == WINED3DTOP_SELECTARG1) {
1992                         glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1993                         checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1994                         glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1995                         checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1996                     } else {
1997                         glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
1998                         checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
1999                         glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2000                         checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2001                     }
2002                     glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2003                     checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2004                     glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2005                     checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2006                     glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2007                     checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2008                     glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2009                     checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2010                     glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2011                     checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2012                     glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2013                     checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2014                     break;
2015
2016             case WINED3DTOP_MODULATE:
2017                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2018                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2019                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2020                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2021                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2022                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2023                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2024                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2025                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2026                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2027                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2028                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2029                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2030                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2031                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2032                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2033                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2034                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2035                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2036                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2037                 break;
2038             case WINED3DTOP_MODULATE2X:
2039                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2040                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2041                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2042                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2043                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2044                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2045                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2046                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2047                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2048                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2049                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2050                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2051                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2052                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2053                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2054                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2055                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2056                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2057                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2058                 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2059                 break;
2060             case WINED3DTOP_MODULATE4X:
2061                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2062                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2063                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2064                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2065                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2066                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2067                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2068                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2069                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2070                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2071                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2072                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2073                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2074                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2075                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2076                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2077                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2078                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2079                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2080                 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2081                 break;
2082
2083             case WINED3DTOP_ADD:
2084                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2085                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2086                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2087                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2088                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2089                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2090                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2091                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2092                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2093                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2094                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2095                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2096                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2097                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2098                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2099                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2100                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2101                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2102                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2103                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2104                 break;
2105
2106             case WINED3DTOP_ADDSIGNED:
2107                 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2108                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2109                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2110                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2111                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2112                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2113                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2114                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2115                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2116                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2117                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2118                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2119                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2120                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2121                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2122                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2123                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2124                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2125                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2126                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2127                 break;
2128
2129             case WINED3DTOP_ADDSIGNED2X:
2130                 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2131                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2132                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2133                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2134                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2135                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2136                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2137                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2138                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2139                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2140                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2141                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2142                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2143                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2144                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2145                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2146                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2147                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2148                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2149                 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2150                 break;
2151
2152             case WINED3DTOP_ADDSMOOTH:
2153                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2154                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2155                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2156                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2157                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2158                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2159                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2160                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2161                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2162                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2163                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2164                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2165                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2166                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2167                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2168                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2169                 switch (opr1) {
2170                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2171                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2172                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2173                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2174                 }
2175                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2176                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2177                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2178                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2179                 break;
2180
2181             case WINED3DTOP_BLENDDIFFUSEALPHA:
2182                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2183                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2184                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2185                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2186                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2187                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2188                 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2189                 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2190                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2191                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2192                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2193                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2194                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2195                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2196                 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2197                 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2198                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2199                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2200                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2201                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2202                 break;
2203             case WINED3DTOP_BLENDTEXTUREALPHA:
2204                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2205                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2206                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2207                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2208                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2209                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2210                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2211                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2212                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2213                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2214                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2215                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2216                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2217                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2218                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2219                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2220                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2221                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2222                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2223                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2224                 break;
2225             case WINED3DTOP_BLENDFACTORALPHA:
2226                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2227                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2228                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2229                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2230                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2231                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2232                 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2233                 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2234                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2235                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2236                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2237                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2238                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2239                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2240                 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2241                 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2242                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2243                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2244                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2245                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2246                 break;
2247             case WINED3DTOP_BLENDTEXTUREALPHAPM:
2248                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2249                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2250                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2251                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2252                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2253                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2254                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2255                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2256                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2257                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2258                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2259                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2260                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2261                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2262                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2263                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2264                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2265                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2266                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2267                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2268                 break;
2269             case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2270                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2271                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");  /* Add = a0*a1 + a2*a3 */
2272                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);        /*   a0 = src1/opr1    */
2273                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2274                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2275                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");    /*   a1 = 1 (see docs) */
2276                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2277                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2278                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2279                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2280                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);        /*   a2 = arg2         */
2281                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2282                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2283                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");     /*  a3 = src1 alpha   */
2284                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2285                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2286                 switch (opr) {
2287                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2288                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2289                 }
2290                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2291                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2292                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2293                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2294                 break;
2295             case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2296                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2297                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2298                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2299                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2300                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2301                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2302                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2303                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2304                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2305                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2306                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2307                 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2308                 switch (opr1) {
2309                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2310                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2311                 }
2312                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2313                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2314                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2315                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2316                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2317                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2318                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2319                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2320                 break;
2321             case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2322                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2323                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2324                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2325                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2326                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2327                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2328                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2329                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2330                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2331                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2332                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2333                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2334                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2335                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2336                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2337                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2338                 switch (opr1) {
2339                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2340                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2341                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2342                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2343                 }
2344                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2345                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2346                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2347                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2348                 break;
2349             case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2350                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2351                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2352                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2353                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2354                 switch (opr1) {
2355                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2356                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2357                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2358                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2359                 }
2360                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2361                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2362                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2363                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2364                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2365                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2366                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2367                 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2368                 switch (opr1) {
2369                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2370                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2371                 }
2372                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2373                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2374                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2375                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2376                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2377                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2378                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2379                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2380                 break;
2381             case WINED3DTOP_MULTIPLYADD:
2382                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2383                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2384                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2385                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2386                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2387                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2388                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2389                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2390                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2391                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2392                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2393                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2394                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2395                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2396                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2397                 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2398                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2399                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2400                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2401                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2402                 break;
2403
2404             case WINED3DTOP_BUMPENVMAP:
2405             {
2406             }
2407
2408             case WINED3DTOP_BUMPENVMAPLUMINANCE:
2409                 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2410
2411             default:
2412                 Handled = FALSE;
2413         }
2414         if (Handled) {
2415             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2416             checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2417
2418             return;
2419         }
2420     } /* GL_NV_texture_env_combine4 */
2421
2422     Handled = TRUE; /* Again, assume handled */
2423     switch (op) {
2424         case WINED3DTOP_DISABLE: /* Only for alpha */
2425             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2426             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2427             glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2428             checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2429             glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2430             checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2431             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2432             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2433             break;
2434         case WINED3DTOP_SELECTARG1:
2435             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2436             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2437             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2438             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2439             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2440             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2441             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2442             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2443             break;
2444         case WINED3DTOP_SELECTARG2:
2445             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2446             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2447             glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2448             checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2449             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2450             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2451             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2452             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2453             break;
2454         case WINED3DTOP_MODULATE:
2455             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2456             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2457             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2458             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2459             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2460             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2461             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2462             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2463             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2464             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2465             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2466             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2467             break;
2468         case WINED3DTOP_MODULATE2X:
2469             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2470             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2471             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2472             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2473             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2474             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2475             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2476             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2477             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2478             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2479             glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2480             checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2481             break;
2482         case WINED3DTOP_MODULATE4X:
2483             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2484             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2485             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2486             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2487             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2488             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2489             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2490             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2491             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2492             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2493             glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2494             checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2495             break;
2496         case WINED3DTOP_ADD:
2497             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2498             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2499             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2500             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2501             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2502             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2503             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2504             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2505             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2506             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2507             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2508             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2509             break;
2510         case WINED3DTOP_ADDSIGNED:
2511             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2512             checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2513             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2514             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2515             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2516             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2517             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2518             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2519             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2520             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2521             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2522             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2523             break;
2524         case WINED3DTOP_ADDSIGNED2X:
2525             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2526             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2527             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2528             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2529             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2530             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2531             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2532             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2533             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2534             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2535             glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2536             checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2537             break;
2538         case WINED3DTOP_SUBTRACT:
2539             if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
2540                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2541                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2542                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2543                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2544                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2545                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2546                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2547                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2548                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2549                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2550                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2551                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2552             } else {
2553                 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2554             }
2555             break;
2556
2557         case WINED3DTOP_BLENDDIFFUSEALPHA:
2558             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2559             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2560             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2561             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2562             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2563             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2564             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2565             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2566             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2567             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2568             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2569             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2570             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2571             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2572             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2573             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2574             break;
2575         case WINED3DTOP_BLENDTEXTUREALPHA:
2576             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2577             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2578             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2579             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2580             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2581             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2582             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2583             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2584             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2585             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2586             glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2587             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2588             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2589             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2590             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2591             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2592             break;
2593         case WINED3DTOP_BLENDFACTORALPHA:
2594             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2595             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2596             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2597             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2598             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2599             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2600             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2601             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2602             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2603             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2604             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2605             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2606             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2607             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2608             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2609             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2610             break;
2611         case WINED3DTOP_BLENDCURRENTALPHA:
2612             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2613             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2614             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2615             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2616             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2617             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2618             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2619             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2620             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2621             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2622             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2623             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2624             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2625             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2626             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2627             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2628             break;
2629         case WINED3DTOP_DOTPRODUCT3:
2630             if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
2631                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2632                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2633             } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
2634                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2635                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2636             } else {
2637                 FIXME("This version of opengl does not support GL_DOT3\n");
2638             }
2639             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2640             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2641             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2642             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2643             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2644             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2645             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2646             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2647             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2648             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2649             break;
2650         case WINED3DTOP_LERP:
2651             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2652             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2653             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2654             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2655             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2656             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2657             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2658             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2659             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2660             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2661             glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2662             checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2663             glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2664             checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2665             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2666             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2667             break;
2668         case WINED3DTOP_ADDSMOOTH:
2669             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2670                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2671                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2672                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2673                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2674                 switch (opr1) {
2675                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2676                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2677                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2678                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2679                 }
2680                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2681                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2682                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2683                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2684                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2685                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2686                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2687                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2688                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2689                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2690                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2691                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2692             } else
2693                 Handled = FALSE;
2694                 break;
2695         case WINED3DTOP_BLENDTEXTUREALPHAPM:
2696             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2697                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2698                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2699                 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2700                 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2701                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2702                 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2703                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2704                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2705                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2706                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2707                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2708                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2709                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2710                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2711                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2712                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2713             } else
2714                 Handled = FALSE;
2715                 break;
2716         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2717             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2718                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2719                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2720                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2721                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2722                 switch (opr1) {
2723                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2724                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2725                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2726                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2727                 }
2728                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2729                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2730                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2731                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2732                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2733                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2734                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2735                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2736                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2737                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2738                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2739                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2740             } else
2741                 Handled = FALSE;
2742                 break;
2743         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2744             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2745                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2746                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2747                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2748                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2749                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2750                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2751                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2752                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2753                 switch (opr1) {
2754                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2755                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2756                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2757                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2758                 }
2759                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2760                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2761                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2762                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2763                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2764                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2765                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2766                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2767             } else
2768                 Handled = FALSE;
2769                 break;
2770         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2771             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2772                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2773                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2774                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2775                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2776                 switch (opr1) {
2777                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2778                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2779                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2780                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2781                 }
2782                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2783                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2784                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2785                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2786                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2787                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2788                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2789                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2790                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2791                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2792                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2793                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2794             } else
2795                 Handled = FALSE;
2796                 break;
2797         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2798             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2799                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2800                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2801                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2802                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2803                 switch (opr1) {
2804                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2805                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2806                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2807                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2808                 }
2809                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2810                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2811                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2812                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2813                 switch (opr1) {
2814                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2815                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2816                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2817                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2818                 }
2819                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2820                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2821                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2822                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2823                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2824                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2825                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2826                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2827             } else
2828                 Handled = FALSE;
2829                 break;
2830         case WINED3DTOP_MULTIPLYADD:
2831             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2832                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2833                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2834                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2835                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2836                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2837                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2838                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2839                 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2840                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2841                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2842                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2843                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2844                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2845                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2846                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2847                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2848             } else
2849                 Handled = FALSE;
2850                 break;
2851         case WINED3DTOP_BUMPENVMAPLUMINANCE:
2852         case WINED3DTOP_BUMPENVMAP:
2853             if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2854                 /* Technically texture shader support without register combiners is possible, but not expected to occur
2855                  * on real world cards, so for now a fixme should be enough
2856                  */
2857                 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2858             }
2859         default:
2860             Handled = FALSE;
2861     }
2862
2863     if (Handled) {
2864         BOOL  combineOK = TRUE;
2865         if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2866             DWORD op2;
2867
2868             if (isAlpha) {
2869                 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2870             } else {
2871                 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2872             }
2873
2874             /* Note: If COMBINE4 in effect can't go back to combine! */
2875             switch (op2) {
2876                 case WINED3DTOP_ADDSMOOTH:
2877                 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2878                 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2879                 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2880                 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2881                 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2882                 case WINED3DTOP_MULTIPLYADD:
2883                     /* Ignore those implemented in both cases */
2884                     switch (op) {
2885                         case WINED3DTOP_SELECTARG1:
2886                         case WINED3DTOP_SELECTARG2:
2887                             combineOK = FALSE;
2888                             Handled   = FALSE;
2889                             break;
2890                         default:
2891                             FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2892                             return;
2893                     }
2894             }
2895         }
2896
2897         if (combineOK) {
2898             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2899             checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2900
2901             return;
2902         }
2903     }
2904
2905     /* After all the extensions, if still unhandled, report fixme */
2906     FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2907 }
2908
2909
2910 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2911     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2912     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2913     BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2914
2915     TRACE("Setting color op for stage %d\n", stage);
2916
2917     if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
2918         ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2919         /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2920         return;
2921     }
2922
2923     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2924
2925     if (mapped_stage != -1) {
2926         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2927             if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2928                 FIXME("Attempt to enable unsupported stage!\n");
2929                 return;
2930             }
2931             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2932             checkGLcall("glActiveTextureARB");
2933         } else if (stage > 0) {
2934             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2935             return;
2936         }
2937     }
2938
2939     if(stage >= stateblock->lowest_disabled_stage) {
2940         TRACE("Stage disabled\n");
2941         if (mapped_stage != -1) {
2942             /* Disable everything here */
2943             glDisable(GL_TEXTURE_2D);
2944             checkGLcall("glDisable(GL_TEXTURE_2D)");
2945             glDisable(GL_TEXTURE_3D);
2946             checkGLcall("glDisable(GL_TEXTURE_3D)");
2947             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2948                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2949                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2950             }
2951             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2952                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2953                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2954             }
2955         }
2956         /* All done */
2957         return;
2958     }
2959
2960     /* The sampler will also activate the correct texture dimensions, so no need to do it here
2961      * if the sampler for this stage is dirty
2962      */
2963     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
2964         if (tex_used) texture_activate_dimensions(stage, stateblock, context);
2965     }
2966
2967     set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2968                 stateblock->textureState[stage][WINED3DTSS_COLOROP],
2969                 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2970                 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2971                 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2972 }
2973
2974 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2975     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2976     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2977     BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2978     DWORD op, arg1, arg2, arg0;
2979
2980     TRACE("Setting alpha op for stage %d\n", stage);
2981     /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2982     if (mapped_stage != -1) {
2983         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2984             if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2985                 FIXME("Attempt to enable unsupported stage!\n");
2986                 return;
2987             }
2988             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2989             checkGLcall("glActiveTextureARB");
2990         } else if (stage > 0) {
2991             /* We can't do anything here */
2992             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2993             return;
2994         }
2995     }
2996
2997     op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
2998     arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
2999     arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3000     arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3001
3002     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
3003        stateblock->textures[0] &&
3004        (stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
3005         IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3006
3007         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
3008            getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
3009
3010             /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
3011              * On the other hand applications can still use texture combiners apparently. This code takes care that apps
3012              * cannot remove the texture's alpha channel entirely.
3013              *
3014              * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
3015              * on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
3016              * draw things like translucent text and perform other blending effects.
3017              *
3018              * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
3019              * behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
3020              * OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
3021              * (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
3022              * wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
3023              * (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
3024              * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
3025              * otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3026
3027              * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
3028              */
3029             if(op == WINED3DTOP_DISABLE) {
3030                 arg1 = WINED3DTA_TEXTURE;
3031                 op = WINED3DTOP_SELECTARG1;
3032             }
3033             else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
3034                 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
3035                     arg2 = WINED3DTA_TEXTURE;
3036                     op = WINED3DTOP_MODULATE;
3037                 }
3038                 else arg1 = WINED3DTA_TEXTURE;
3039             }
3040             else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
3041                 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
3042                     arg1 = WINED3DTA_TEXTURE;
3043                     op = WINED3DTOP_MODULATE;
3044                 }
3045                 else arg2 = WINED3DTA_TEXTURE;
3046             }
3047         }
3048     }
3049
3050     /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3051      * this if block here, and the other code(color keying, texture unit selection) are the same
3052      */
3053     TRACE("Setting alpha op for stage %d\n", stage);
3054     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3055         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3056                          op, arg1, arg2, arg0,
3057                          mapped_stage,
3058                          stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3059     } else {
3060         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3061                     op, arg1, arg2, arg0);
3062     }
3063 }
3064
3065 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3066     DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3067     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3068     BOOL generated;
3069     int coordIdx;
3070
3071     /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3072     if(use_vs(stateblock->wineD3DDevice) ||
3073        isStateDirty(context, STATE_VDECL)) {
3074         TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3075         return;
3076     }
3077
3078     if (mapped_stage == -1) return;
3079
3080     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3081         if(mapped_stage >= GL_LIMITS(textures)) {
3082             return;
3083         }
3084         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3085         checkGLcall("glActiveTextureARB");
3086     } else if (mapped_stage > 0) {
3087         /* We can't do anything here */
3088         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3089         return;
3090     }
3091     generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3092     coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3093
3094     set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3095                         stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3096                         generated,
3097                         context->last_was_rhw,
3098                         stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwStride ?
3099                             stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwType:
3100                             WINED3DDECLTYPE_UNUSED,
3101                         stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3102
3103     /* The sampler applying function calls us if this changes */
3104     if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
3105         if(generated) {
3106             FIXME("Non-power2 texture being used with generated texture coords\n");
3107         }
3108         TRACE("Non power two matrix multiply fixup\n");
3109         glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3110     }
3111 }
3112
3113 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
3114     int texture_idx;
3115
3116     for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3117         GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3118         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3119     }
3120 }
3121
3122 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
3123     UINT *offset = stateblock->streamOffset;
3124     unsigned int mapped_stage = 0;
3125     unsigned int textureNo = 0;
3126
3127     /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
3128     /* Abort if we don't support the extension. */
3129     if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
3130         FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3131         return;
3132     }
3133
3134     for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3135         int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3136
3137         mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3138         if (mapped_stage == -1) continue;
3139
3140         if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
3141             TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3142                     textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
3143
3144             if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
3145                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
3146                 checkGLcall("glBindBufferARB");
3147                 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
3148             }
3149
3150             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3151             checkGLcall("glClientActiveTextureARB");
3152
3153             /* The coords to supply depend completely on the fvf / vertex shader */
3154             glTexCoordPointer(
3155                     WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
3156                     WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
3157                     sd->u.s.texCoords[coordIdx].dwStride,
3158                     sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
3159             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3160         } else {
3161             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3162         }
3163     }
3164     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3165         /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3166         for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3167             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3168         }
3169     }
3170
3171     checkGLcall("loadTexCoords");
3172 }
3173
3174 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3175     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3176     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3177
3178     if (mapped_stage == -1) {
3179         TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3180         return;
3181     }
3182
3183     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3184         if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3185             return;
3186         }
3187         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3188         checkGLcall("glActiveTextureARB");
3189     } else if (stage > 0) {
3190         /* We can't do anything here */
3191         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3192         return;
3193     }
3194
3195     /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3196      *
3197      * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
3198      * one flag, you can still specify an index value, which the system uses to
3199      * determine the texture wrapping mode.
3200      * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3201      * means use the vertex position (camera-space) as the input texture coordinates
3202      * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3203      * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3204      * to the TEXCOORDINDEX value
3205      */
3206
3207     /*
3208      * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
3209      */
3210     switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
3211     case WINED3DTSS_TCI_PASSTHRU:
3212         /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
3213         glDisable(GL_TEXTURE_GEN_S);
3214         glDisable(GL_TEXTURE_GEN_T);
3215         glDisable(GL_TEXTURE_GEN_R);
3216         glDisable(GL_TEXTURE_GEN_Q);
3217         checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
3218         break;
3219
3220     case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3221         /* CameraSpacePosition means use the vertex position, transformed to camera space,
3222          * as the input texture coordinates for this stage's texture transformation. This
3223          * equates roughly to EYE_LINEAR
3224          */
3225         {
3226             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3227             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3228             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3229             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3230             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
3231
3232             glMatrixMode(GL_MODELVIEW);
3233             glPushMatrix();
3234             glLoadIdentity();
3235             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3236             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3237             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3238             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3239             glPopMatrix();
3240
3241             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
3242             glEnable(GL_TEXTURE_GEN_S);
3243             checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3244             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3245             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3246             glEnable(GL_TEXTURE_GEN_T);
3247             checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3248             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3249             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3250             glEnable(GL_TEXTURE_GEN_R);
3251             checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3252             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3253             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3254         }
3255         break;
3256
3257     case WINED3DTSS_TCI_CAMERASPACENORMAL:
3258         {
3259             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3260                 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3261                 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3262                 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3263                 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3264                 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
3265
3266                 glMatrixMode(GL_MODELVIEW);
3267                 glPushMatrix();
3268                 glLoadIdentity();
3269                 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3270                 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3271                 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3272                 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3273                 glPopMatrix();
3274
3275                 glEnable(GL_TEXTURE_GEN_S);
3276                 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3277                 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3278                 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3279                 glEnable(GL_TEXTURE_GEN_T);
3280                 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3281                 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3282                 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3283                 glEnable(GL_TEXTURE_GEN_R);
3284                 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3285                 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3286                 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3287             }
3288         }
3289         break;
3290
3291     case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3292         {
3293             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3294             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3295             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3296             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3297             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3298             TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
3299
3300             glMatrixMode(GL_MODELVIEW);
3301             glPushMatrix();
3302             glLoadIdentity();
3303             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3304             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3305             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3306             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3307             glPopMatrix();
3308
3309             glEnable(GL_TEXTURE_GEN_S);
3310             checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3311             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3312             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3313             glEnable(GL_TEXTURE_GEN_T);
3314             checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3315             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3316             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3317             glEnable(GL_TEXTURE_GEN_R);
3318             checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3319             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3320             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3321             }
3322         }
3323         break;
3324
3325     /* Unhandled types: */
3326     default:
3327         /* Todo: */
3328         /* ? disable GL_TEXTURE_GEN_n ? */
3329         glDisable(GL_TEXTURE_GEN_S);
3330         glDisable(GL_TEXTURE_GEN_T);
3331         glDisable(GL_TEXTURE_GEN_R);
3332         glDisable(GL_TEXTURE_GEN_Q);
3333         FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3334         break;
3335     }
3336
3337     /* Update the texture matrix */
3338     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3339         transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3340     }
3341
3342     if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3343         /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3344          * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3345          * and do all the things linked to it
3346          * TODO: Tidy that up to reload only the arrays of the changed unit
3347          */
3348         GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3349
3350         unloadTexCoords(stateblock);
3351         loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3352     }
3353 }
3354
3355 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3356     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3357
3358     /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3359      * has an update pending
3360      */
3361     if(isStateDirty(context, STATE_VDECL) ||
3362        isStateDirty(context, STATE_PIXELSHADER)) {
3363        return;
3364     }
3365
3366     device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
3367 }
3368
3369 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3370     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3371
3372     if(stateblock->pixelShader && stage != 0 &&
3373        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3374         /* The pixel shader has to know the luminance scale. Do a constants update if it
3375          * isn't scheduled anyway
3376          */
3377         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3378            !isStateDirty(context, STATE_PIXELSHADER)) {
3379             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3380         }
3381     }
3382 }
3383
3384 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3385     BOOL texIsPow2 = FALSE;
3386     DWORD sampler = state - STATE_SAMPLER(0);
3387     IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3388
3389     if(!texture) return;
3390     /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3391      * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
3392      * scaling is reapplied or removed, the texture matrix has to be reapplied
3393      *
3394      * The mapped stage is already active because the sampler() function below, which is part of the
3395      * misc pipeline
3396      */
3397     if(sampler < MAX_TEXTURES) {
3398         if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
3399            stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
3400             if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
3401                ((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
3402                 texIsPow2 = TRUE;
3403             }
3404         } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
3405             if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
3406                 texIsPow2 = TRUE;
3407             }
3408         }
3409
3410         if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
3411             context->lastWasPow2Texture[sampler] = texIsPow2;
3412             transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3413         }
3414     }
3415 }
3416
3417 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3418     DWORD sampler = state - STATE_SAMPLER(0);
3419     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3420     union {
3421         float f;
3422         DWORD d;
3423     } tmpvalue;
3424
3425     TRACE("Sampler: %d\n", sampler);
3426     /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3427      * only has to bind textures and set the per texture states
3428      */
3429
3430     if (mapped_stage == -1) {
3431         TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3432         return;
3433     }
3434
3435     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3436         if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3437             return;
3438         }
3439         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3440         checkGLcall("glActiveTextureARB");
3441     } else if (sampler > 0) {
3442         /* We can't do anything here */
3443         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3444         return;
3445     }
3446
3447     if(stateblock->textures[sampler]) {
3448         IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
3449         IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler]);
3450         IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3451
3452         if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3453             tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3454             glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3455                       GL_TEXTURE_LOD_BIAS_EXT,
3456                       tmpvalue.f);
3457             checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3458         }
3459
3460         if(!use_ps(stateblock->wineD3DDevice) && sampler < stateblock->lowest_disabled_stage) {
3461             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3462                 /* If color keying is enabled update the alpha test, it depends on the existence
3463                  * of a color key in stage 0
3464                  */
3465                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3466             }
3467         }
3468     } else if(mapped_stage < GL_LIMITS(textures)) {
3469         if(sampler < stateblock->lowest_disabled_stage) {
3470             /* TODO: What should I do with pixel shaders here ??? */
3471             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3472                 /* If color keying is enabled update the alpha test, it depends on the existence
3473                 * of a color key in stage 0
3474                 */
3475                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3476             }
3477         } /* Otherwise tex_colorop disables the stage */
3478         glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3479         checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3480     }
3481 }
3482
3483 void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3484     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3485
3486     if (use_ps(device)) {
3487         if(!context->last_was_pshader) {
3488             state_fog(state, stateblock, context);
3489         }
3490         context->last_was_pshader = TRUE;
3491     } else {
3492         if(context->last_was_pshader) {
3493             state_fog(state, stateblock, context);
3494         }
3495         context->last_was_pshader = FALSE;
3496     }
3497 }
3498
3499 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3500     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3501     BOOL use_pshader = use_ps(device);
3502     BOOL use_vshader = use_vs(device);
3503     int i;
3504
3505     if (use_pshader) {
3506         if(!context->last_was_pshader) {
3507             /* Former draw without a pixel shader, some samplers
3508              * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3509              * make sure to enable them
3510              */
3511             for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3512                 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3513                     sampler(STATE_SAMPLER(i), stateblock, context);
3514                 }
3515             }
3516         } else {
3517            /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3518             * if a different texture was bound. I don't have to do anything.
3519             */
3520         }
3521     } else {
3522         /* Disabled the pixel shader - color ops weren't applied
3523          * while it was enabled, so re-apply them.
3524          */
3525         for(i=0; i < MAX_TEXTURES; i++) {
3526             if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3527                 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3528                         (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3529             }
3530         }
3531     }
3532
3533     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3534         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3535
3536         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3537             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3538         }
3539     }
3540 }
3541
3542 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3543     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3544     if(stateblock->pixelShader && stage != 0 &&
3545        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3546         /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3547          * anyway
3548          */
3549         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3550             !isStateDirty(context, STATE_PIXELSHADER)) {
3551             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3552         }
3553     }
3554 }
3555
3556 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3557     /* This function is called by transform_view below if the view matrix was changed too
3558      *
3559      * Deliberately no check if the vertex declaration is dirty because the vdecl state
3560      * does not always update the world matrix, only on a switch between transformed
3561      * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3562      * draw, but that should be rather rare and cheaper in total.
3563      */
3564     glMatrixMode(GL_MODELVIEW);
3565     checkGLcall("glMatrixMode");
3566
3567     if(context->last_was_rhw) {
3568         glLoadIdentity();
3569         checkGLcall("glLoadIdentity()");
3570     } else {
3571         /* In the general case, the view matrix is the identity matrix */
3572         if (stateblock->wineD3DDevice->view_ident) {
3573             glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3574             checkGLcall("glLoadMatrixf");
3575         } else {
3576             glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3577             checkGLcall("glLoadMatrixf");
3578             glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3579             checkGLcall("glMultMatrixf");
3580         }
3581     }
3582 }
3583
3584 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3585     UINT index = state - STATE_CLIPPLANE(0);
3586
3587     if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3588         return;
3589     }
3590
3591     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3592     glMatrixMode(GL_MODELVIEW);
3593     glPushMatrix();
3594     glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3595
3596     TRACE("Clipplane [%f,%f,%f,%f]\n",
3597           stateblock->clipplane[index][0],
3598           stateblock->clipplane[index][1],
3599           stateblock->clipplane[index][2],
3600           stateblock->clipplane[index][3]);
3601     glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3602     checkGLcall("glClipPlane");
3603
3604     glPopMatrix();
3605 }
3606
3607 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3608     UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3609     GLenum glMat;
3610     TRACE("Setting world matrix %d\n", matrix);
3611
3612     if(matrix >= GL_LIMITS(blends)) {
3613         WARN("Unsupported blend matrix set\n");
3614         return;
3615     } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3616         return;
3617     }
3618
3619     /* GL_MODELVIEW0_ARB:  0x1700
3620      * GL_MODELVIEW1_ARB:  0x850a
3621      * GL_MODELVIEW2_ARB:  0x8722
3622      * GL_MODELVIEW3_ARB:  0x8723
3623      * etc
3624      * GL_MODELVIEW31_ARB: 0x873F
3625      */
3626     if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3627     else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3628
3629     glMatrixMode(glMat);
3630     checkGLcall("glMatrixMode(glMat)");
3631
3632     /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3633      * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3634      */
3635     if(stateblock->wineD3DDevice->view_ident) {
3636         glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3637         checkGLcall("glLoadMatrixf")
3638     } else {
3639         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3640         checkGLcall("glLoadMatrixf")
3641         glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3642         checkGLcall("glMultMatrixf")
3643     }
3644 }
3645
3646 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3647     static BOOL once = FALSE;
3648
3649     switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3650         case WINED3DVBF_1WEIGHTS:
3651         case WINED3DVBF_2WEIGHTS:
3652         case WINED3DVBF_3WEIGHTS:
3653             if(!once) {
3654                 once = TRUE;
3655                 /* TODO: Implement vertex blending in drawStridedSlow */
3656                 FIXME("Vertex blending enabled, but not supported by hardware\n");
3657             }
3658             break;
3659
3660         case WINED3DVBF_TWEENING:
3661             WARN("Tweening not supported yet\n");
3662     }
3663 }
3664
3665 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3666     WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3667
3668     switch(val) {
3669         case WINED3DVBF_1WEIGHTS:
3670         case WINED3DVBF_2WEIGHTS:
3671         case WINED3DVBF_3WEIGHTS:
3672             glEnable(GL_VERTEX_BLEND_ARB);
3673             checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3674
3675             /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3676              * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3677              */
3678             GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3679
3680             if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3681                 int i;
3682                 for(i = 1; i < GL_LIMITS(blends); i++) {
3683                     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3684                         transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3685                     }
3686                 }
3687                 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3688             }
3689             break;
3690
3691         case WINED3DVBF_DISABLE:
3692         case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3693             glDisable(GL_VERTEX_BLEND_ARB);
3694             checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3695             break;
3696
3697         case WINED3DVBF_TWEENING:
3698             /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3699              * vertex weights in the vertices?
3700              * For now we don't report that as supported, so a warn should suffice
3701              */
3702             WARN("Tweening not supported yet\n");
3703             break;
3704     }
3705 }
3706
3707 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3708     unsigned int k;
3709
3710     /* If we are changing the View matrix, reset the light and clipping planes to the new view
3711      * NOTE: We have to reset the positions even if the light/plane is not currently
3712      *       enabled, since the call to enable it will not reset the position.
3713      * NOTE2: Apparently texture transforms do NOT need reapplying
3714      */
3715
3716     PLIGHTINFOEL *light = NULL;
3717
3718     glMatrixMode(GL_MODELVIEW);
3719     checkGLcall("glMatrixMode(GL_MODELVIEW)");
3720     glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3721     checkGLcall("glLoadMatrixf(...)");
3722
3723     /* Reset lights. TODO: Call light apply func */
3724     for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3725         light = stateblock->activeLights[k];
3726         if(!light) continue;
3727         glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3728         checkGLcall("glLightfv posn");
3729         glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3730         checkGLcall("glLightfv dirn");
3731     }
3732
3733     /* Reset Clipping Planes  */
3734     for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3735         if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3736             clipplane(STATE_CLIPPLANE(k), stateblock, context);
3737         }
3738     }
3739
3740     if(context->last_was_rhw) {
3741         glLoadIdentity();
3742         checkGLcall("glLoadIdentity()");
3743         /* No need to update the world matrix, the identity is fine */
3744         return;
3745     }
3746
3747     /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3748      * No need to do it here if the state is scheduled for update.
3749      */
3750     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3751         transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3752     }
3753
3754     /* Avoid looping over a number of matrices if the app never used the functionality */
3755     if(stateblock->wineD3DDevice->vertexBlendUsed) {
3756         for(k = 1; k < GL_LIMITS(blends); k++) {
3757             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3758                 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3759             }
3760         }
3761     }
3762 }
3763
3764 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3765     glMatrixMode(GL_PROJECTION);
3766     checkGLcall("glMatrixMode(GL_PROJECTION)");
3767     glLoadIdentity();
3768     checkGLcall("glLoadIdentity");
3769
3770     if(context->last_was_rhw) {
3771         double X, Y, height, width, minZ, maxZ;
3772
3773         X      = stateblock->viewport.X;
3774         Y      = stateblock->viewport.Y;
3775         height = stateblock->viewport.Height;
3776         width  = stateblock->viewport.Width;
3777         minZ   = stateblock->viewport.MinZ;
3778         maxZ   = stateblock->viewport.MaxZ;
3779
3780         if(!stateblock->wineD3DDevice->untransformed) {
3781             /* Transformed vertices are supposed to bypass the whole transform pipeline including
3782              * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3783              * suppress depth clipping. This can be done because it is an orthogonal projection and
3784              * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3785              * Persia 3D need this.
3786              *
3787              * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3788              * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3789              * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3790              * to the viewer.
3791              *
3792              * Also note that this breaks z comparison against z values filled in with clear,
3793              * but no app depending on that and disabled clipping has been found yet. Comparing
3794              * primitives against themselves works, so the Z buffer is still intact for normal hidden
3795              * surface removal.
3796              *
3797              * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3798              * but this would break Z buffer operation. Raising the range to something less than
3799              * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3800              * problem either.
3801              */
3802             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3803             if(stateblock->wineD3DDevice->render_offscreen) {
3804                 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3805             } else {
3806                 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3807             }
3808         } else {
3809             /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3810              * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3811              * unmodified to opengl.
3812              *
3813              * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3814              * replacement shader.
3815              */
3816             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3817             if(stateblock->wineD3DDevice->render_offscreen) {
3818                 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3819             } else {
3820                 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3821             }
3822         }
3823         checkGLcall("glOrtho");
3824
3825         /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3826         glTranslatef(0.5, 0.5, 0);
3827         checkGLcall("glTranslatef(0.5, 0.5, 0)");
3828         /* D3D texture coordinates are flipped compared to OpenGL ones, so
3829          * render everything upside down when rendering offscreen. */
3830         if (stateblock->wineD3DDevice->render_offscreen) {
3831             glScalef(1.0, -1.0, 1.0);
3832             checkGLcall("glScalef");
3833         }
3834     } else {
3835         /* The rule is that the window coordinate 0 does not correspond to the
3836             beginning of the first pixel, but the center of the first pixel.
3837             As a consequence if you want to correctly draw one line exactly from
3838             the left to the right end of the viewport (with all matrices set to
3839             be identity), the x coords of both ends of the line would be not
3840             -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3841             instead.
3842
3843             1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3844             divide by the Width/Height, so we need the half range(1.0) to translate by
3845             half a pixel.
3846
3847             The other fun is that d3d's output z range after the transformation is [0;1],
3848             but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3849             scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3850             of Z buffer precision and the clear values do not match in the z test. Thus scale
3851             [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3852          */
3853
3854         /*
3855          * Careful with the order of operations here, we're essentially working backwards:
3856          * x = x + 1/w;
3857          * y = (y - 1/h) * flip;
3858          * z = z * 2 - 1;
3859          *
3860          * Becomes:
3861          * glTranslatef(0.0, 0.0, -1.0);
3862          * glScalef(1.0, 1.0, 2.0);
3863          *
3864          * glScalef(1.0, flip, 1.0);
3865          * glTranslatef(1/w, -1/h, 0.0);
3866          *
3867          * This is equivalent to:
3868          * glTranslatef(1/w, -flip/h, -1.0)
3869          * glScalef(1.0, flip, 2.0);
3870          */
3871
3872         if (stateblock->wineD3DDevice->render_offscreen) {
3873             /* D3D texture coordinates are flipped compared to OpenGL ones, so
3874              * render everything upside down when rendering offscreen. */
3875             glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
3876             checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
3877             glScalef(1.0, -1.0, 2.0);
3878         } else {
3879             glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
3880             checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
3881             glScalef(1.0, 1.0, 2.0);
3882         }
3883         checkGLcall("glScalef");
3884
3885         glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3886         checkGLcall("glLoadMatrixf");
3887     }
3888 }
3889
3890 /* This should match any arrays loaded in loadVertexData.
3891  * stateblock impl is required for GL_SUPPORT
3892  * TODO: Only load / unload arrays if we have to.
3893  */
3894 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
3895     glDisableClientState(GL_VERTEX_ARRAY);
3896     glDisableClientState(GL_NORMAL_ARRAY);
3897     glDisableClientState(GL_COLOR_ARRAY);
3898     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3899         glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3900     }
3901     if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3902         glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3903     }
3904     unloadTexCoords(stateblock);
3905 }
3906
3907 /* This should match any arrays loaded in loadNumberedArrays
3908  * TODO: Only load / unload arrays if we have to.
3909  */
3910 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
3911     /* disable any attribs (this is the same for both GLSL and ARB modes) */
3912     GLint maxAttribs = 16;
3913     int i;
3914
3915     /* Leave all the attribs disabled */
3916     glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3917     /* MESA does not support it right not */
3918     if (glGetError() != GL_NO_ERROR)
3919         maxAttribs = 16;
3920     for (i = 0; i < maxAttribs; ++i) {
3921         GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3922         checkGLcall("glDisableVertexAttribArrayARB(reg)");
3923         /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
3924          * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
3925          * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
3926          * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
3927          * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
3928          */
3929         GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
3930         checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
3931     }
3932 }
3933
3934 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
3935     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3936     int i;
3937     UINT *offset = stateblock->streamOffset;
3938     IWineD3DVertexBufferImpl *vb;
3939     DWORD_PTR shift_index;
3940
3941     /* Default to no instancing */
3942     stateblock->wineD3DDevice->instancedDraw = FALSE;
3943
3944     for (i = 0; i < MAX_ATTRIBS; i++) {
3945
3946         if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
3947             continue;
3948
3949         /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3950         if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
3951             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3952             stateblock->wineD3DDevice->instancedDraw = TRUE;
3953             continue;
3954         }
3955
3956         TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
3957
3958         if(strided->u.input[i].dwStride) {
3959             if(curVBO != strided->u.input[i].VBO) {
3960                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
3961                 checkGLcall("glBindBufferARB");
3962                 curVBO = strided->u.input[i].VBO;
3963             }
3964             vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3965             /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3966              * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3967              * vbo we won't be load converted attributes anyway
3968              */
3969             if(curVBO && vb->conv_shift) {
3970                 TRACE("Loading attribute from shifted buffer\n");
3971                 TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
3972                 TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
3973                 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
3974                 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
3975                 shift_index = shift_index % strided->u.input[i].dwStride;
3976                 GL_EXTCALL(glVertexAttribPointerARB(i,
3977                                 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3978                                 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3979                                 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3980                                 vb->conv_stride,
3981
3982                                 strided->u.input[i].lpData + vb->conv_shift[shift_index] +
3983                                 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3984                                 offset[strided->u.input[i].streamNo]));
3985
3986             } else {
3987                 GL_EXTCALL(glVertexAttribPointerARB(i,
3988                                 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3989                                 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3990                                 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3991                                 strided->u.input[i].dwStride,
3992
3993                                 strided->u.input[i].lpData +
3994                                 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3995                                 offset[strided->u.input[i].streamNo]) );
3996                 }
3997             GL_EXTCALL(glEnableVertexAttribArrayARB(i));
3998         } else {
3999             /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4000              * set up the attribute statically. But we have to figure out the system memory address.
4001              */
4002             BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
4003             if(strided->u.input[i].VBO) {
4004                 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
4005                 ptr += (long) vb->resource.allocatedMemory;
4006             }
4007             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4008
4009             switch(strided->u.input[i].dwType) {
4010                 case WINED3DDECLTYPE_FLOAT1:
4011                     GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
4012                     break;
4013                 case WINED3DDECLTYPE_FLOAT2:
4014                     GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
4015                     break;
4016                 case WINED3DDECLTYPE_FLOAT3:
4017                     GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
4018                     break;
4019                 case WINED3DDECLTYPE_FLOAT4:
4020                     GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
4021                     break;
4022
4023                 case WINED3DDECLTYPE_UBYTE4:
4024                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4025                     break;
4026                 case WINED3DDECLTYPE_UBYTE4N:
4027                 case WINED3DDECLTYPE_D3DCOLOR:
4028                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4029                     break;
4030
4031                 case WINED3DDECLTYPE_SHORT2:
4032                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
4033                     break;
4034                 case WINED3DDECLTYPE_SHORT4:
4035                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
4036                     break;
4037
4038                 case WINED3DDECLTYPE_SHORT2N:
4039                 {
4040                     GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
4041                     GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4042                     break;
4043                 }
4044                 case WINED3DDECLTYPE_USHORT2N:
4045                 {
4046                     GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
4047                     GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4048                     break;
4049                 }
4050                 case WINED3DDECLTYPE_SHORT4N:
4051                     GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
4052                     break;
4053                 case WINED3DDECLTYPE_USHORT4N:
4054                     GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
4055                     break;
4056
4057                 case WINED3DDECLTYPE_UDEC3:
4058                     FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4059                     /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
4060                     break;
4061                 case WINED3DDECLTYPE_DEC3N:
4062                     FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4063                     /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
4064                     break;
4065
4066                 case WINED3DDECLTYPE_FLOAT16_2:
4067                     /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4068                      * byte float according to the IEEE standard
4069                      */
4070                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4071                     break;
4072                 case WINED3DDECLTYPE_FLOAT16_4:
4073                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4074                     break;
4075
4076                 case WINED3DDECLTYPE_UNUSED:
4077                 default:
4078                     ERR("Unexpected declaration in stride 0 attributes\n");
4079                     break;
4080
4081             }
4082         }
4083     }
4084     checkGLcall("Loading numbered arrays");
4085 }
4086
4087 /* Used from 2 different functions, and too big to justify making it inlined */
4088 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
4089     UINT *offset = stateblock->streamOffset;
4090     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
4091
4092     TRACE("Using fast vertex array code\n");
4093
4094     /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4095     stateblock->wineD3DDevice->instancedDraw = FALSE;
4096
4097     /* Blend Data ---------------------------------------------- */
4098     if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
4099         (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
4100
4101         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4102             TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4103                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4104
4105             glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4106             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4107
4108             GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
4109
4110             VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4111                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
4112                 sd->u.s.blendWeights.dwStride,
4113                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4114
4115             if(curVBO != sd->u.s.blendWeights.VBO) {
4116                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
4117                 checkGLcall("glBindBufferARB");
4118                 curVBO = sd->u.s.blendWeights.VBO;
4119             }
4120
4121             GL_EXTCALL(glWeightPointerARB)(
4122                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4123                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
4124                 sd->u.s.blendWeights.dwStride,
4125                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4126
4127             checkGLcall("glWeightPointerARB");
4128
4129             if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
4130                 static BOOL showfixme = TRUE;
4131                 if(showfixme){
4132                     FIXME("blendMatrixIndices support\n");
4133                     showfixme = FALSE;
4134                 }
4135             }
4136         } else {
4137             /* TODO: support blends in drawStridedSlow
4138              * No need to write a FIXME here, this is done after the general vertex decl decoding
4139              */
4140             WARN("unsupported blending in openGl\n");
4141         }
4142     } else {
4143         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4144             static const GLbyte one = 1;
4145             GL_EXTCALL(glWeightbvARB(1, &one));
4146             checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4147         }
4148     }
4149
4150     /* Point Size ----------------------------------------------*/
4151     if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
4152
4153         /* no such functionality in the fixed function GL pipeline */
4154         TRACE("Cannot change ptSize here in openGl\n");
4155         /* TODO: Implement this function in using shaders if they are available */
4156
4157     }
4158
4159     /* Vertex Pointers -----------------------------------------*/
4160     if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
4161         /* Note dwType == float3 or float4 == 2 or 3 */
4162         VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
4163                 sd->u.s.position.dwStride,
4164                 sd->u.s.position.dwType + 1,
4165                 sd->u.s.position.lpData));
4166
4167         if(curVBO != sd->u.s.position.VBO) {
4168             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
4169             checkGLcall("glBindBufferARB");
4170             curVBO = sd->u.s.position.VBO;
4171         }
4172
4173         /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
4174            handling for rhw mode should not impact screen position whereas in GL it does.
4175            This may result in very slightly distorted textures in rhw mode.
4176            There's always the other option of fixing the view matrix to
4177            prevent w from having any effect.
4178
4179            This only applies to user pointer sources, in VBOs the vertices are fixed up
4180          */
4181         if(sd->u.s.position.VBO == 0) {
4182             glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
4183                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4184                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4185         } else {
4186             glVertexPointer(
4187                 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
4188                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4189                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4190         }
4191         checkGLcall("glVertexPointer(...)");
4192         glEnableClientState(GL_VERTEX_ARRAY);
4193         checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4194     }
4195
4196     /* Normals -------------------------------------------------*/
4197     if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
4198         /* Note dwType == float3 or float4 == 2 or 3 */
4199         VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
4200                 sd->u.s.normal.dwStride,
4201                 sd->u.s.normal.lpData));
4202         if(curVBO != sd->u.s.normal.VBO) {
4203             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
4204             checkGLcall("glBindBufferARB");
4205             curVBO = sd->u.s.normal.VBO;
4206         }
4207         glNormalPointer(
4208             WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
4209             sd->u.s.normal.dwStride,
4210             sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
4211         checkGLcall("glNormalPointer(...)");
4212         glEnableClientState(GL_NORMAL_ARRAY);
4213         checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4214
4215     } else {
4216         glNormal3f(0, 0, 0);
4217         checkGLcall("glNormal3f(0, 0, 0)");
4218     }
4219
4220     /* Diffuse Colour --------------------------------------------*/
4221     /*  WARNING: Data here MUST be in RGBA format, so cannot      */
4222     /*     go directly into fast mode from app pgm, because       */
4223     /*     directx requires data in BGRA format.                  */
4224     /* currently fixupVertices swizzles the format, but this isn't*/
4225     /* very practical when using VBOs                             */
4226     /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4227     /* , or the user doesn't care and wants the speed advantage   */
4228
4229     if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
4230         /* Note dwType == float3 or float4 == 2 or 3 */
4231         VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4232                 sd->u.s.diffuse.dwStride,
4233                 sd->u.s.diffuse.lpData));
4234
4235         if(curVBO != sd->u.s.diffuse.VBO) {
4236             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
4237             checkGLcall("glBindBufferARB");
4238             curVBO = sd->u.s.diffuse.VBO;
4239         }
4240
4241         glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
4242                        WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
4243                        sd->u.s.diffuse.dwStride,
4244                        sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
4245         checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4246         glEnableClientState(GL_COLOR_ARRAY);
4247         checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4248
4249     } else {
4250         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4251         checkGLcall("glColor4f(1, 1, 1, 1)");
4252     }
4253
4254     /* Specular Colour ------------------------------------------*/
4255     if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
4256         TRACE("setting specular colour\n");
4257         /* Note dwType == float3 or float4 == 2 or 3 */
4258         VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4259                 sd->u.s.specular.dwStride,
4260                 sd->u.s.specular.lpData));
4261         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4262             if(curVBO != sd->u.s.specular.VBO) {
4263                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
4264                 checkGLcall("glBindBufferARB");
4265                 curVBO = sd->u.s.specular.VBO;
4266             }
4267             GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
4268                                                    WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
4269                                                    sd->u.s.specular.dwStride,
4270                                                    sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
4271             vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
4272             glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4273             vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4274         } else {
4275
4276         /* Missing specular color is not critical, no warnings */
4277         VTRACE(("Specular colour is not supported in this GL implementation\n"));
4278         }
4279
4280     } else {
4281         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4282             GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4283             checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4284         } else {
4285
4286             /* Missing specular color is not critical, no warnings */
4287             VTRACE(("Specular colour is not supported in this GL implementation\n"));
4288         }
4289     }
4290
4291     /* Texture coords -------------------------------------------*/
4292     loadTexCoords(stateblock, sd, &curVBO);
4293 }
4294
4295 static inline void drawPrimitiveTraceDataLocations(
4296     WineDirect3DVertexStridedData *dataLocations) {
4297
4298     /* Dump out what parts we have supplied */
4299     TRACE("Strided Data:\n");
4300     TRACE_STRIDED((dataLocations), position);
4301     TRACE_STRIDED((dataLocations), blendWeights);
4302     TRACE_STRIDED((dataLocations), blendMatrixIndices);
4303     TRACE_STRIDED((dataLocations), normal);
4304     TRACE_STRIDED((dataLocations), pSize);
4305     TRACE_STRIDED((dataLocations), diffuse);
4306     TRACE_STRIDED((dataLocations), specular);
4307     TRACE_STRIDED((dataLocations), texCoords[0]);
4308     TRACE_STRIDED((dataLocations), texCoords[1]);
4309     TRACE_STRIDED((dataLocations), texCoords[2]);
4310     TRACE_STRIDED((dataLocations), texCoords[3]);
4311     TRACE_STRIDED((dataLocations), texCoords[4]);
4312     TRACE_STRIDED((dataLocations), texCoords[5]);
4313     TRACE_STRIDED((dataLocations), texCoords[6]);
4314     TRACE_STRIDED((dataLocations), texCoords[7]);
4315     TRACE_STRIDED((dataLocations), position2);
4316     TRACE_STRIDED((dataLocations), normal2);
4317     TRACE_STRIDED((dataLocations), tangent);
4318     TRACE_STRIDED((dataLocations), binormal);
4319     TRACE_STRIDED((dataLocations), tessFactor);
4320     TRACE_STRIDED((dataLocations), fog);
4321     TRACE_STRIDED((dataLocations), depth);
4322     TRACE_STRIDED((dataLocations), sample);
4323
4324     return;
4325 }
4326
4327 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4328     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4329     BOOL fixup = FALSE;
4330     WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
4331     BOOL useVertexShaderFunction;
4332
4333     if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
4334         ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
4335         useVertexShaderFunction = TRUE;
4336     } else {
4337         useVertexShaderFunction = FALSE;
4338     }
4339
4340
4341     if(device->up_strided) {
4342         /* Note: this is a ddraw fixed-function code path */
4343         TRACE("================ Strided Input ===================\n");
4344         memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
4345
4346         if(TRACE_ON(d3d)) {
4347             drawPrimitiveTraceDataLocations(dataLocations);
4348         }
4349     } else {
4350         /* Note: This is a fixed function or shader codepath.
4351          * This means it must handle both types of strided data.
4352          * Shaders must go through here to zero the strided data, even if they
4353          * don't set any declaration at all
4354          */
4355         TRACE("================ Vertex Declaration  ===================\n");
4356         memset(dataLocations, 0, sizeof(*dataLocations));
4357         primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
4358                 useVertexShaderFunction, dataLocations, &fixup);
4359     }
4360
4361     if (dataLocations->u.s.position_transformed) {
4362         useVertexShaderFunction = FALSE;
4363     }
4364
4365     /* Unload the old arrays before loading the new ones to get old junk out */
4366     if(context->numberedArraysLoaded) {
4367         unloadNumberedArrays(stateblock);
4368         context->numberedArraysLoaded = FALSE;
4369     }
4370     if(context->namedArraysLoaded) {
4371         unloadVertexData(stateblock);
4372         context->namedArraysLoaded = FALSE;
4373     }
4374
4375     if(useVertexShaderFunction) {
4376         if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4377             TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4378             device->useDrawStridedSlow = TRUE;
4379             context->numberedArraysLoaded = FALSE;
4380         } else {
4381             TRACE("Loading numbered arrays\n");
4382             loadNumberedArrays(stateblock, dataLocations);
4383             device->useDrawStridedSlow = FALSE;
4384             context->numberedArraysLoaded = TRUE;
4385         }
4386     } else if (fixup ||
4387                (dataLocations->u.s.pSize.lpData == NULL &&
4388                 dataLocations->u.s.diffuse.lpData == NULL &&
4389                 dataLocations->u.s.specular.lpData == NULL)) {
4390         /* Load the vertex data using named arrays */
4391         TRACE("Loading vertex data\n");
4392         loadVertexData(stateblock, dataLocations);
4393         device->useDrawStridedSlow = FALSE;
4394         context->namedArraysLoaded = TRUE;
4395     } else {
4396         TRACE("Not loading vertex data\n");
4397         device->useDrawStridedSlow = TRUE;
4398     }
4399
4400 /* Generate some fixme's if unsupported functionality is being used */
4401 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
4402     /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
4403     if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
4404         FIXME("Tweening is only valid with vertex shaders\n");
4405     }
4406     if (!useVertexShaderFunction && BUFFER_OR_DATA(binormal)) {
4407         FIXME("Binormal bump mapping is only valid with vertex shaders\n");
4408     }
4409     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
4410         FIXME("Extended attributes are only valid with vertex shaders\n");
4411     }
4412 #undef BUFFER_OR_DATA
4413 }
4414
4415 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4416     BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
4417     BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
4418             && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
4419     BOOL transformed;
4420     /* Some stuff is in the device until we have per context tracking */
4421     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4422     BOOL wasrhw = context->last_was_rhw;
4423
4424     /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
4425      * here simply check whether a shader was set, or the user disabled shaders
4426      */
4427     if (use_vs(device)) {
4428         useVertexShaderFunction = TRUE;
4429
4430         if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
4431             updateFog = TRUE;
4432         }
4433     } else if(context->last_was_foggy_shader) {
4434         updateFog = TRUE;
4435     }
4436
4437     transformed = device->strided_streams.u.s.position_transformed;
4438     if (transformed) useVertexShaderFunction = FALSE;
4439
4440     if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4441         updateFog = TRUE;
4442     }
4443
4444     /* Reapply lighting if it is not scheduled for reapplication already */
4445     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4446         state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4447     }
4448
4449     if (transformed) {
4450         context->last_was_rhw = TRUE;
4451     } else {
4452
4453         /* Untransformed, so relies on the view and projection matrices */
4454         context->last_was_rhw = FALSE;
4455         /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4456         device->untransformed = TRUE;
4457
4458         /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4459          * Not needed as long as only hw shaders are supported
4460          */
4461
4462         /* This sets the shader output position correction constants.
4463          * TODO: Move to the viewport state
4464          */
4465         if (useVertexShaderFunction) {
4466             device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
4467             device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
4468         }
4469     }
4470
4471     /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4472      * off this function will be called again anyway to make sure they're properly set
4473      */
4474     if(!useVertexShaderFunction) {
4475         /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4476          * or transformed / untransformed was switched
4477          */
4478        if(wasrhw != context->last_was_rhw &&
4479           !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4480           !isStateDirty(context, STATE_VIEWPORT)) {
4481             transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4482         }
4483         /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4484          * mode.
4485          *
4486          * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4487          * this check will fail and the matrix not applied again. This is OK because a simple
4488          * world matrix change reapplies the matrix - These checks here are only to satisfy the
4489          * needs of the vertex declaration.
4490          *
4491          * World and view matrix go into the same gl matrix, so only apply them when neither is
4492          * dirty
4493          */
4494         if(transformed != wasrhw &&
4495            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4496            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4497             transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4498         }
4499
4500         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4501             state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4502         }
4503
4504         if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4505             state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4506         }
4507         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4508             state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4509         }
4510     } else {
4511         if(!context->last_was_vshader) {
4512             int i;
4513             static BOOL warned = FALSE;
4514             /* Disable all clip planes to get defined results on all drivers. See comment in the
4515              * state_clipping state handler
4516              */
4517             for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4518                 glDisable(GL_CLIP_PLANE0 + i);
4519                 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4520             }
4521
4522             if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4523                 FIXME("Clipping not supported with vertex shaders\n");
4524                 warned = TRUE;
4525             }
4526             if(wasrhw) {
4527                 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4528                  * shaders themselves do not need it, but the matrices are not reapplied automatically when
4529                  * switching back from vertex shaders to fixed function processing. So make sure we leave the
4530                  * fixed function vertex processing states back in a sane state before switching to shaders
4531                  */
4532                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4533                     transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4534                 }
4535                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4536                     transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4537                 }
4538             }
4539         }
4540     }
4541
4542     /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4543      * application
4544      */
4545     if (!isStateDirty(context, STATE_PIXELSHADER)) {
4546         device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
4547
4548         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4549             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4550         }
4551     }
4552
4553     context->last_was_vshader = useVertexShaderFunction;
4554
4555     if(updateFog) {
4556         state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
4557     }
4558     if(!useVertexShaderFunction) {
4559         int i;
4560         for(i = 0; i < MAX_TEXTURES; i++) {
4561             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4562                 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4563             }
4564         }
4565     }
4566 }
4567
4568 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4569     UINT width, height;
4570     IWineD3DSurfaceImpl *target;
4571
4572     glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4573     checkGLcall("glDepthRange");
4574     /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4575      */
4576     if(stateblock->wineD3DDevice->render_offscreen) {
4577         glViewport(stateblock->viewport.X,
4578                    stateblock->viewport.Y,
4579                    stateblock->viewport.Width, stateblock->viewport.Height);
4580     } else {
4581         target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4582         target->get_drawable_size(target, &width, &height);
4583
4584         glViewport(stateblock->viewport.X,
4585                    (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4586                    stateblock->viewport.Width, stateblock->viewport.Height);
4587     }
4588
4589     checkGLcall("glViewport");
4590 }
4591
4592 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4593     stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
4594     stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
4595     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4596         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4597     }
4598     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4599         state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4600     }
4601 }
4602
4603 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4604     UINT Index = state - STATE_ACTIVELIGHT(0);
4605     PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4606
4607     if(!lightInfo) {
4608         glDisable(GL_LIGHT0 + Index);
4609         checkGLcall("glDisable(GL_LIGHT0 + Index)");
4610     } else {
4611         float quad_att;
4612         float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
4613
4614         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4615         glMatrixMode(GL_MODELVIEW);
4616         glPushMatrix();
4617         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4618
4619         /* Diffuse: */
4620         colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4621         colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4622         colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4623         colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4624         glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4625         checkGLcall("glLightfv");
4626
4627         /* Specular */
4628         colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4629         colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4630         colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4631         colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4632         glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4633         checkGLcall("glLightfv");
4634
4635         /* Ambient */
4636         colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4637         colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4638         colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4639         colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4640         glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4641         checkGLcall("glLightfv");
4642
4643         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4644             quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4645         } else {
4646             quad_att = 0; /*  0 or  MAX?  (0 seems to be ok) */
4647         }
4648
4649         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4650          * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4651          * Attenuation0 to NaN and crashes in the gl lib
4652          */
4653
4654         switch (lightInfo->OriginalParms.Type) {
4655             case WINED3DLIGHT_POINT:
4656                 /* Position */
4657                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4658                 checkGLcall("glLightfv");
4659                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4660                 checkGLcall("glLightf");
4661                 /* Attenuation - Are these right? guessing... */
4662                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
4663                 checkGLcall("glLightf");
4664                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
4665                 checkGLcall("glLightf");
4666                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4667                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4668                 checkGLcall("glLightf");
4669                 /* FIXME: Range */
4670                 break;
4671
4672             case WINED3DLIGHT_SPOT:
4673                 /* Position */
4674                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4675                 checkGLcall("glLightfv");
4676                 /* Direction */
4677                 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4678                 checkGLcall("glLightfv");
4679                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4680                 checkGLcall("glLightf");
4681                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4682                 checkGLcall("glLightf");
4683                 /* Attenuation - Are these right? guessing... */
4684                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
4685                 checkGLcall("glLightf");
4686                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
4687                 checkGLcall("glLightf");
4688                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4689                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4690                 checkGLcall("glLightf");
4691                 /* FIXME: Range */
4692                 break;
4693
4694             case WINED3DLIGHT_DIRECTIONAL:
4695                 /* Direction */
4696                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4697                 checkGLcall("glLightfv");
4698                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4699                 checkGLcall("glLightf");
4700                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4701                 checkGLcall("glLightf");
4702                 break;
4703
4704             default:
4705                 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4706         }
4707
4708         /* Restore the modelview matrix */
4709         glPopMatrix();
4710
4711         glEnable(GL_LIGHT0 + Index);
4712         checkGLcall("glEnable(GL_LIGHT0 + Index)");
4713     }
4714
4715     return;
4716 }
4717
4718 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4719     RECT *pRect = &stateblock->scissorRect;
4720     UINT height;
4721     UINT width;
4722     IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4723
4724     target->get_drawable_size(target, &width, &height);
4725     /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4726      * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4727      */
4728     TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4729           pRect->right - pRect->left, pRect->bottom - pRect->top);
4730
4731     if (stateblock->wineD3DDevice->render_offscreen) {
4732         glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4733     } else {
4734         glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4735     }
4736     checkGLcall("glScissor");
4737 }
4738
4739 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4740     if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4741         GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4742     } else {
4743         IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
4744         GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
4745     }
4746 }
4747
4748 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4749     if(stateblock->wineD3DDevice->render_offscreen) {
4750         glFrontFace(GL_CCW);
4751         checkGLcall("glFrontFace(GL_CCW)");
4752     } else {
4753         glFrontFace(GL_CW);
4754         checkGLcall("glFrontFace(GL_CW)");
4755     }
4756 }
4757
4758 const struct StateEntryTemplate misc_state_template[] = {
4759     { STATE_RENDER(WINED3DRS_SRCBLEND),                   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4760     { STATE_RENDER(WINED3DRS_DESTBLEND),                  { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4761     { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4762     { STATE_RENDER(WINED3DRS_EDGEANTIALIAS),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4763     { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE),      { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4764     { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4765     { STATE_RENDER(WINED3DRS_SRCBLENDALPHA),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4766     { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4767     { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4768     { STATE_RENDER(WINED3DRS_BLENDOPALPHA),               { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4769     { STATE_STREAMSRC,                                    { STATE_VDECL,                                        streamsrc           }, 0                               },
4770     { STATE_VDECL,                                        { STATE_VDECL,                                        streamsrc           }, 0                               },
4771     { STATE_FRONTFACE,                                    { STATE_FRONTFACE,                                    frontface           }, 0                               },
4772     { STATE_SCISSORRECT,                                  { STATE_SCISSORRECT,                                  scissorrect         }, 0                               },
4773     /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4774      * vshader loadings are untied from each other
4775      */
4776     { STATE_VERTEXSHADERCONSTANT,                         { STATE_VERTEXSHADERCONSTANT,                         shaderconstant      }, 0                               },
4777     { STATE_PIXELSHADERCONSTANT,                          { STATE_VERTEXSHADERCONSTANT,                         shaderconstant      }, 0                               },
4778     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4779     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4780     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4781     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4782     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4783     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4784     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4785     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4786     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4787     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4788     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4789     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4790     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4791     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4792     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4793     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4794     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4795     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4796     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4797     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4798     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4799     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4800     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4801     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4802     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4803     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4804     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4805     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4806     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4807     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4808     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4809     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4810     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4811     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4812     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4813     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4814     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4815     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4816     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4817     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4818     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4819     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4820     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4821     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4822     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4823     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4824     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4825     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4826
4827     { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_miscpart   }, 0                               },
4828     { STATE_INDEXBUFFER,                                  { STATE_INDEXBUFFER,                                  indexbuffer         }, ARB_VERTEX_BUFFER_OBJECT        },
4829     { STATE_RENDER(WINED3DRS_ANTIALIAS),                  { STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     }, 0                               },
4830     { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   }, 0                               },
4831     { STATE_RENDER(WINED3DRS_ZENABLE),                    { STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       }, 0                               },
4832     { STATE_RENDER(WINED3DRS_WRAPU),                      { STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         }, 0                               },
4833     { STATE_RENDER(WINED3DRS_WRAPV),                      { STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         }, 0                               },
4834     { STATE_RENDER(WINED3DRS_FILLMODE),                   { STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      }, 0                               },
4835     { STATE_RENDER(WINED3DRS_SHADEMODE),                  { STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     }, 0                               },
4836     { STATE_RENDER(WINED3DRS_LINEPATTERN),                { STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   }, 0                               },
4837     { STATE_RENDER(WINED3DRS_MONOENABLE),                 { STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    }, 0                               },
4838     { STATE_RENDER(WINED3DRS_ROP2),                       { STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          }, 0                               },
4839     { STATE_RENDER(WINED3DRS_PLANEMASK),                  { STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     }, 0                               },
4840     { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   }, 0                               },
4841     { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, 0                               },
4842     { STATE_RENDER(WINED3DRS_ALPHAREF),                   { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, 0                               },
4843     { STATE_RENDER(WINED3DRS_ALPHAFUNC),                  { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, 0                               },
4844     { STATE_RENDER(WINED3DRS_COLORKEYENABLE),             { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, 0                               },
4845     { STATE_RENDER(WINED3DRS_LASTPIXEL),                  { STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     }, 0                               },
4846     { STATE_RENDER(WINED3DRS_CULLMODE),                   { STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      }, 0                               },
4847     { STATE_RENDER(WINED3DRS_ZFUNC),                      { STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         }, 0                               },
4848     { STATE_RENDER(WINED3DRS_DITHERENABLE),               { STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  }, 0                               },
4849     { STATE_RENDER(WINED3DRS_SUBPIXEL),                   { STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      }, 0                               },
4850     { STATE_RENDER(WINED3DRS_SUBPIXELX),                  { STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     }, 0                               },
4851     { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha }, 0                               },
4852     { STATE_RENDER(WINED3DRS_ZBIAS),                      { STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         }, 0                               },
4853     { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable }, 0                               },
4854     { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias }, 0                               },
4855     { STATE_RENDER(WINED3DRS_ANISOTROPY),                 { STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    }, 0                               },
4856     { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    }, 0                               },
4857     { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, 0                               },
4858     { STATE_RENDER(WINED3DRS_STENCILENABLE),              { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4859     { STATE_RENDER(WINED3DRS_STENCILFAIL),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4860     { STATE_RENDER(WINED3DRS_STENCILZFAIL),               { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4861     { STATE_RENDER(WINED3DRS_STENCILPASS),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4862     { STATE_RENDER(WINED3DRS_STENCILFUNC),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4863     { STATE_RENDER(WINED3DRS_STENCILREF),                 { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4864     { STATE_RENDER(WINED3DRS_STENCILMASK),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4865     { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE            },
4866     { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  }, 0                               },
4867     { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE),        { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4868     { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4869     { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL),           { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4870     { STATE_RENDER(WINED3DRS_CCW_STENCILPASS),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4871     { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4872     { STATE_RENDER(WINED3DRS_WRAP0),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4873     { STATE_RENDER(WINED3DRS_WRAP1),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4874     { STATE_RENDER(WINED3DRS_WRAP2),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4875     { STATE_RENDER(WINED3DRS_WRAP3),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4876     { STATE_RENDER(WINED3DRS_WRAP4),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4877     { STATE_RENDER(WINED3DRS_WRAP5),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4878     { STATE_RENDER(WINED3DRS_WRAP6),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4879     { STATE_RENDER(WINED3DRS_WRAP7),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4880     { STATE_RENDER(WINED3DRS_WRAP8),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4881     { STATE_RENDER(WINED3DRS_WRAP9),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4882     { STATE_RENDER(WINED3DRS_WRAP10),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4883     { STATE_RENDER(WINED3DRS_WRAP11),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4884     { STATE_RENDER(WINED3DRS_WRAP12),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4885     { STATE_RENDER(WINED3DRS_WRAP13),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4886     { STATE_RENDER(WINED3DRS_WRAP14),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4887     { STATE_RENDER(WINED3DRS_WRAP15),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4888     { STATE_RENDER(WINED3DRS_EXTENTS),                    { STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       }, 0                               },
4889     { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     }, 0                               },
4890     { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle}, 0                               },
4891     { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments }, 0                               },
4892     { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree}, 0                               },
4893     { STATE_RENDER(WINED3DRS_NORMALDEGREE),               { STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  }, 0                               },
4894     { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4895     { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4896     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4897     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4898     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4899     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4900     { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4901     { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_msaa          }, ARB_MULTISAMPLE                 },
4902     { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_msaa_w        }, 0                               },
4903     { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask }, 0                               },
4904     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, 0                               },
4905     { STATE_RENDER(WINED3DRS_BLENDOP),                    { STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop       }, EXT_BLEND_MINMAX                },
4906     { STATE_RENDER(WINED3DRS_BLENDOP),                    { STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop_w     }, 0                               },
4907     { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       }, 0                               },
4908     { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS),        { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     }, 0                               },
4909     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, 0                               },
4910     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, 0                               },
4911     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, 0                               },
4912     { STATE_RENDER(WINED3DRS_BLENDFACTOR),                { STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor   }, EXT_BLEND_COLOR                 },
4913     { STATE_RENDER(WINED3DRS_BLENDFACTOR),                { STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor_w }, 0                               },
4914     { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     }, 0                               },
4915     /* Samplers */
4916     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler             }, 0                               },
4917     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler             }, 0                               },
4918     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler             }, 0                               },
4919     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler             }, 0                               },
4920     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler             }, 0                               },
4921     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler             }, 0                               },
4922     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler             }, 0                               },
4923     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler             }, 0                               },
4924     { STATE_SAMPLER(8),                                   { STATE_SAMPLER(8),                                   sampler             }, 0                               },
4925     { STATE_SAMPLER(9),                                   { STATE_SAMPLER(9),                                   sampler             }, 0                               },
4926     { STATE_SAMPLER(10),                                  { STATE_SAMPLER(10),                                  sampler             }, 0                               },
4927     { STATE_SAMPLER(11),                                  { STATE_SAMPLER(11),                                  sampler             }, 0                               },
4928     { STATE_SAMPLER(12),                                  { STATE_SAMPLER(12),                                  sampler             }, 0                               },
4929     { STATE_SAMPLER(13),                                  { STATE_SAMPLER(13),                                  sampler             }, 0                               },
4930     { STATE_SAMPLER(14),                                  { STATE_SAMPLER(14),                                  sampler             }, 0                               },
4931     { STATE_SAMPLER(15),                                  { STATE_SAMPLER(15),                                  sampler             }, 0                               },
4932     { STATE_SAMPLER(16), /* Vertex sampler 0 */           { STATE_SAMPLER(16),                                  sampler             }, 0                               },
4933     { STATE_SAMPLER(17), /* Vertex sampler 1 */           { STATE_SAMPLER(17),                                  sampler             }, 0                               },
4934     { STATE_SAMPLER(18), /* Vertex sampler 2 */           { STATE_SAMPLER(18),                                  sampler             }, 0                               },
4935     { STATE_SAMPLER(19), /* Vertex sampler 3 */           { STATE_SAMPLER(19),                                  sampler             }, 0                               },
4936     {0 /* Terminate */,                                   { 0,                                                  0                   }, 0                               },
4937 };
4938
4939 const struct StateEntryTemplate ffp_vertexstate_template[] = {
4940     { STATE_VDECL,                                        { STATE_VDECL,                                        vertexdeclaration   }, 0                               },
4941     { STATE_VSHADER,                                      { STATE_VDECL,                                        vertexdeclaration   }, 0                               },
4942     { STATE_MATERIAL,                                     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable}, 0                               },
4943     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable}, 0                               },
4944       /* Clip planes */
4945     { STATE_CLIPPLANE(0),                                 { STATE_CLIPPLANE(0),                                 clipplane           }, 0                               },
4946     { STATE_CLIPPLANE(1),                                 { STATE_CLIPPLANE(1),                                 clipplane           }, 0                               },
4947     { STATE_CLIPPLANE(2),                                 { STATE_CLIPPLANE(2),                                 clipplane           }, 0                               },
4948     { STATE_CLIPPLANE(3),                                 { STATE_CLIPPLANE(3),                                 clipplane           }, 0                               },
4949     { STATE_CLIPPLANE(4),                                 { STATE_CLIPPLANE(4),                                 clipplane           }, 0                               },
4950     { STATE_CLIPPLANE(5),                                 { STATE_CLIPPLANE(5),                                 clipplane           }, 0                               },
4951     { STATE_CLIPPLANE(6),                                 { STATE_CLIPPLANE(6),                                 clipplane           }, 0                               },
4952     { STATE_CLIPPLANE(7),                                 { STATE_CLIPPLANE(7),                                 clipplane           }, 0                               },
4953     { STATE_CLIPPLANE(8),                                 { STATE_CLIPPLANE(8),                                 clipplane           }, 0                               },
4954     { STATE_CLIPPLANE(9),                                 { STATE_CLIPPLANE(9),                                 clipplane           }, 0                               },
4955     { STATE_CLIPPLANE(10),                                { STATE_CLIPPLANE(10),                                clipplane           }, 0                               },
4956     { STATE_CLIPPLANE(11),                                { STATE_CLIPPLANE(11),                                clipplane           }, 0                               },
4957     { STATE_CLIPPLANE(12),                                { STATE_CLIPPLANE(12),                                clipplane           }, 0                               },
4958     { STATE_CLIPPLANE(13),                                { STATE_CLIPPLANE(13),                                clipplane           }, 0                               },
4959     { STATE_CLIPPLANE(14),                                { STATE_CLIPPLANE(14),                                clipplane           }, 0                               },
4960     { STATE_CLIPPLANE(15),                                { STATE_CLIPPLANE(15),                                clipplane           }, 0                               },
4961     { STATE_CLIPPLANE(16),                                { STATE_CLIPPLANE(16),                                clipplane           }, 0                               },
4962     { STATE_CLIPPLANE(17),                                { STATE_CLIPPLANE(17),                                clipplane           }, 0                               },
4963     { STATE_CLIPPLANE(18),                                { STATE_CLIPPLANE(18),                                clipplane           }, 0                               },
4964     { STATE_CLIPPLANE(19),                                { STATE_CLIPPLANE(19),                                clipplane           }, 0                               },
4965     { STATE_CLIPPLANE(20),                                { STATE_CLIPPLANE(20),                                clipplane           }, 0                               },
4966     { STATE_CLIPPLANE(21),                                { STATE_CLIPPLANE(21),                                clipplane           }, 0                               },
4967     { STATE_CLIPPLANE(22),                                { STATE_CLIPPLANE(22),                                clipplane           }, 0                               },
4968     { STATE_CLIPPLANE(23),                                { STATE_CLIPPLANE(23),                                clipplane           }, 0                               },
4969     { STATE_CLIPPLANE(24),                                { STATE_CLIPPLANE(24),                                clipplane           }, 0                               },
4970     { STATE_CLIPPLANE(25),                                { STATE_CLIPPLANE(25),                                clipplane           }, 0                               },
4971     { STATE_CLIPPLANE(26),                                { STATE_CLIPPLANE(26),                                clipplane           }, 0                               },
4972     { STATE_CLIPPLANE(27),                                { STATE_CLIPPLANE(27),                                clipplane           }, 0                               },
4973     { STATE_CLIPPLANE(28),                                { STATE_CLIPPLANE(28),                                clipplane           }, 0                               },
4974     { STATE_CLIPPLANE(29),                                { STATE_CLIPPLANE(29),                                clipplane           }, 0                               },
4975     { STATE_CLIPPLANE(30),                                { STATE_CLIPPLANE(30),                                clipplane           }, 0                               },
4976     { STATE_CLIPPLANE(31),                                { STATE_CLIPPLANE(31),                                clipplane           }, 0                               },
4977       /* Lights */
4978     { STATE_ACTIVELIGHT(0),                               { STATE_ACTIVELIGHT(0),                               light               }, 0                               },
4979     { STATE_ACTIVELIGHT(1),                               { STATE_ACTIVELIGHT(1),                               light               }, 0                               },
4980     { STATE_ACTIVELIGHT(2),                               { STATE_ACTIVELIGHT(2),                               light               }, 0                               },
4981     { STATE_ACTIVELIGHT(3),                               { STATE_ACTIVELIGHT(3),                               light               }, 0                               },
4982     { STATE_ACTIVELIGHT(4),                               { STATE_ACTIVELIGHT(4),                               light               }, 0                               },
4983     { STATE_ACTIVELIGHT(5),                               { STATE_ACTIVELIGHT(5),                               light               }, 0                               },
4984     { STATE_ACTIVELIGHT(6),                               { STATE_ACTIVELIGHT(6),                               light               }, 0                               },
4985     { STATE_ACTIVELIGHT(7),                               { STATE_ACTIVELIGHT(7),                               light               }, 0                               },
4986     /* Viewport */
4987     { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_vertexpart }, 0                               },
4988       /* Transform states follow                    */
4989     { STATE_TRANSFORM(WINED3DTS_VIEW),                    { STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      }, 0                               },
4990     { STATE_TRANSFORM(WINED3DTS_PROJECTION),              { STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection}, 0                               },
4991     { STATE_TRANSFORM(WINED3DTS_TEXTURE0),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
4992     { STATE_TRANSFORM(WINED3DTS_TEXTURE1),                { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
4993     { STATE_TRANSFORM(WINED3DTS_TEXTURE2),                { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
4994     { STATE_TRANSFORM(WINED3DTS_TEXTURE3),                { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
4995     { STATE_TRANSFORM(WINED3DTS_TEXTURE4),                { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
4996     { STATE_TRANSFORM(WINED3DTS_TEXTURE5),                { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
4997     { STATE_TRANSFORM(WINED3DTS_TEXTURE6),                { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
4998     { STATE_TRANSFORM(WINED3DTS_TEXTURE7),                { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
4999     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        transform_world     }, 0                               },
5000     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        transform_worldex   }, 0                               },
5001     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        transform_worldex   }, 0                               },
5002     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        transform_worldex   }, 0                               },
5003     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        transform_worldex   }, 0                               },
5004     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        transform_worldex   }, 0                               },
5005     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        transform_worldex   }, 0                               },
5006     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        transform_worldex   }, 0                               },
5007     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        transform_worldex   }, 0                               },
5008     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        transform_worldex   }, 0                               },
5009     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        transform_worldex   }, 0                               },
5010     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        transform_worldex   }, 0                               },
5011     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        transform_worldex   }, 0                               },
5012     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        transform_worldex   }, 0                               },
5013     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        transform_worldex   }, 0                               },
5014     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        transform_worldex   }, 0                               },
5015     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        transform_worldex   }, 0                               },
5016     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        transform_worldex   }, 0                               },
5017     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        transform_worldex   }, 0                               },
5018     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        transform_worldex   }, 0                               },
5019     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        transform_worldex   }, 0                               },
5020     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        transform_worldex   }, 0                               },
5021     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        transform_worldex   }, 0                               },
5022     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        transform_worldex   }, 0                               },
5023     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        transform_worldex   }, 0                               },
5024     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        transform_worldex   }, 0                               },
5025     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        transform_worldex   }, 0                               },
5026     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        transform_worldex   }, 0                               },
5027     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        transform_worldex   }, 0                               },
5028     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        transform_worldex   }, 0                               },
5029     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        transform_worldex   }, 0                               },
5030     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        transform_worldex   }, 0                               },
5031     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        transform_worldex   }, 0                               },
5032     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        transform_worldex   }, 0                               },
5033     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        transform_worldex   }, 0                               },
5034     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        transform_worldex   }, 0                               },
5035     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        transform_worldex   }, 0                               },
5036     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        transform_worldex   }, 0                               },
5037     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        transform_worldex   }, 0                               },
5038     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        transform_worldex   }, 0                               },
5039     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        transform_worldex   }, 0                               },
5040     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        transform_worldex   }, 0                               },
5041     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        transform_worldex   }, 0                               },
5042     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        transform_worldex   }, 0                               },
5043     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        transform_worldex   }, 0                               },
5044     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        transform_worldex   }, 0                               },
5045     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        transform_worldex   }, 0                               },
5046     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        transform_worldex   }, 0                               },
5047     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        transform_worldex   }, 0                               },
5048     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        transform_worldex   }, 0                               },
5049     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        transform_worldex   }, 0                               },
5050     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        transform_worldex   }, 0                               },
5051     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        transform_worldex   }, 0                               },
5052     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        transform_worldex   }, 0                               },
5053     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        transform_worldex   }, 0                               },
5054     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        transform_worldex   }, 0                               },
5055     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        transform_worldex   }, 0                               },
5056     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        transform_worldex   }, 0                               },
5057     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        transform_worldex   }, 0                               },
5058     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        transform_worldex   }, 0                               },
5059     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        transform_worldex   }, 0                               },
5060     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        transform_worldex   }, 0                               },
5061     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        transform_worldex   }, 0                               },
5062     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        transform_worldex   }, 0                               },
5063     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        transform_worldex   }, 0                               },
5064     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        transform_worldex   }, 0                               },
5065     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        transform_worldex   }, 0                               },
5066     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        transform_worldex   }, 0                               },
5067     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        transform_worldex   }, 0                               },
5068     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        transform_worldex   }, 0                               },
5069     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        transform_worldex   }, 0                               },
5070     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        transform_worldex   }, 0                               },
5071     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        transform_worldex   }, 0                               },
5072     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        transform_worldex   }, 0                               },
5073     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        transform_worldex   }, 0                               },
5074     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        transform_worldex   }, 0                               },
5075     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        transform_worldex   }, 0                               },
5076     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        transform_worldex   }, 0                               },
5077     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        transform_worldex   }, 0                               },
5078     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        transform_worldex   }, 0                               },
5079     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        transform_worldex   }, 0                               },
5080     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        transform_worldex   }, 0                               },
5081     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        transform_worldex   }, 0                               },
5082     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        transform_worldex   }, 0                               },
5083     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        transform_worldex   }, 0                               },
5084     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        transform_worldex   }, 0                               },
5085     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        transform_worldex   }, 0                               },
5086     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        transform_worldex   }, 0                               },
5087     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        transform_worldex   }, 0                               },
5088     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        transform_worldex   }, 0                               },
5089     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        transform_worldex   }, 0                               },
5090     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        transform_worldex   }, 0                               },
5091     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        transform_worldex   }, 0                               },
5092     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        transform_worldex   }, 0                               },
5093     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        transform_worldex   }, 0                               },
5094     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        transform_worldex   }, 0                               },
5095     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        transform_worldex   }, 0                               },
5096     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        transform_worldex   }, 0                               },
5097     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        transform_worldex   }, 0                               },
5098     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        transform_worldex   }, 0                               },
5099     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   }, 0                               },
5100     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   }, 0                               },
5101     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   }, 0                               },
5102     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   }, 0                               },
5103     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   }, 0                               },
5104     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   }, 0                               },
5105     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   }, 0                               },
5106     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   }, 0                               },
5107     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   }, 0                               },
5108     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   }, 0                               },
5109     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   }, 0                               },
5110     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   }, 0                               },
5111     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   }, 0                               },
5112     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   }, 0                               },
5113     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   }, 0                               },
5114     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   }, 0                               },
5115     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   }, 0                               },
5116     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   }, 0                               },
5117     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   }, 0                               },
5118     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   }, 0                               },
5119     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   }, 0                               },
5120     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   }, 0                               },
5121     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   }, 0                               },
5122     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   }, 0                               },
5123     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   }, 0                               },
5124     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   }, 0                               },
5125     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   }, 0                               },
5126     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   }, 0                               },
5127     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   }, 0                               },
5128     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   }, 0                               },
5129     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   }, 0                               },
5130     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   }, 0                               },
5131     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   }, 0                               },
5132     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   }, 0                               },
5133     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   }, 0                               },
5134     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   }, 0                               },
5135     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   }, 0                               },
5136     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   }, 0                               },
5137     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   }, 0                               },
5138     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   }, 0                               },
5139     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   }, 0                               },
5140     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   }, 0                               },
5141     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   }, 0                               },
5142     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   }, 0                               },
5143     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   }, 0                               },
5144     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   }, 0                               },
5145     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   }, 0                               },
5146     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   }, 0                               },
5147     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   }, 0                               },
5148     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   }, 0                               },
5149     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   }, 0                               },
5150     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   }, 0                               },
5151     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   }, 0                               },
5152     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   }, 0                               },
5153     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   }, 0                               },
5154     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   }, 0                               },
5155     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   }, 0                               },
5156     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   }, 0                               },
5157     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   }, 0                               },
5158     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   }, 0                               },
5159     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   }, 0                               },
5160     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   }, 0                               },
5161     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   }, 0                               },
5162     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   }, 0                               },
5163     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   }, 0                               },
5164     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   }, 0                               },
5165     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   }, 0                               },
5166     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   }, 0                               },
5167     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   }, 0                               },
5168     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   }, 0                               },
5169     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   }, 0                               },
5170     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   }, 0                               },
5171     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   }, 0                               },
5172     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   }, 0                               },
5173     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   }, 0                               },
5174     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   }, 0                               },
5175     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   }, 0                               },
5176     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   }, 0                               },
5177     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   }, 0                               },
5178     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   }, 0                               },
5179     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   }, 0                               },
5180     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   }, 0                               },
5181     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   }, 0                               },
5182     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   }, 0                               },
5183     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   }, 0                               },
5184     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   }, 0                               },
5185     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   }, 0                               },
5186     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   }, 0                               },
5187     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   }, 0                               },
5188     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   }, 0                               },
5189     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   }, 0                               },
5190     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   }, 0                               },
5191     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   }, 0                               },
5192     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   }, 0                               },
5193     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   }, 0                               },
5194     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   }, 0                               },
5195     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   }, 0                               },
5196     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   }, 0                               },
5197     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   }, 0                               },
5198     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   }, 0                               },
5199     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   }, 0                               },
5200     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   }, 0                               },
5201     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   }, 0                               },
5202     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   }, 0                               },
5203     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   }, 0                               },
5204     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   }, 0                               },
5205     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   }, 0                               },
5206     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   }, 0                               },
5207     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   }, 0                               },
5208     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   }, 0                               },
5209     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   }, 0                               },
5210     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   }, 0                               },
5211     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   }, 0                               },
5212     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   }, 0                               },
5213     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   }, 0                               },
5214     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   }, 0                               },
5215     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   }, 0                               },
5216     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   }, 0                               },
5217     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   }, 0                               },
5218     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   }, 0                               },
5219     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   }, 0                               },
5220     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   }, 0                               },
5221     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   }, 0                               },
5222     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   }, 0                               },
5223     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   }, 0                               },
5224     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   }, 0                               },
5225     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   }, 0                               },
5226     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   }, 0                               },
5227     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   }, 0                               },
5228     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   }, 0                               },
5229     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   }, 0                               },
5230     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   }, 0                               },
5231     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   }, 0                               },
5232     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   }, 0                               },
5233     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   }, 0                               },
5234     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   }, 0                               },
5235     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   }, 0                               },
5236     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   }, 0                               },
5237     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   }, 0                               },
5238     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   }, 0                               },
5239     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   }, 0                               },
5240     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   }, 0                               },
5241     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   }, 0                               },
5242     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   }, 0                               },
5243     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   }, 0                               },
5244     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   }, 0                               },
5245     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   }, 0                               },
5246     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   }, 0                               },
5247     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   }, 0                               },
5248     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   }, 0                               },
5249     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   }, 0                               },
5250     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   }, 0                               },
5251     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   }, 0                               },
5252     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   }, 0                               },
5253     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   }, 0                               },
5254     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   }, 0                               },
5255     { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5256     { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5257     { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5258     { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5259     { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5260     { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5261     { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5262     { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5263     { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5264     { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5265     { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5266     { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5267     { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5268     { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5269     { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5270     { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5271       /* Fog */
5272     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
5273     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
5274     { STATE_RENDER(WINED3DRS_FOGSTART),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
5275     { STATE_RENDER(WINED3DRS_FOGEND),                     { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
5276     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
5277     { STATE_RENDER(WINED3DRS_FOGCOLOR),                   { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      }, 0                               },
5278     { STATE_RENDER(WINED3DRS_FOGDENSITY),                 { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    }, 0                               },
5279     { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog      }, NV_FOG_DISTANCE                 },
5280     { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog_w    }, 0                               },
5281     { STATE_RENDER(WINED3DRS_CLIPPING),                   { STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      }, 0                               },
5282     { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE),            { STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      }, 0                               },
5283     { STATE_RENDER(WINED3DRS_LIGHTING),                   { STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      }, 0                               },
5284     { STATE_RENDER(WINED3DRS_AMBIENT),                    { STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       }, 0                               },
5285     { STATE_RENDER(WINED3DRS_COLORVERTEX),                { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
5286     { STATE_RENDER(WINED3DRS_LOCALVIEWER),                { STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   }, 0                               },
5287     { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     }, 0                               },
5288     { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
5289     { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
5290     { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
5291     { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
5292     { STATE_RENDER(WINED3DRS_VERTEXBLEND),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend   }, ARB_VERTEX_BLEND                },
5293     { STATE_RENDER(WINED3DRS_VERTEXBLEND),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend_w }, 0                               },
5294     { STATE_RENDER(WINED3DRS_POINTSIZE),                  { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
5295     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_arb  }, ARB_POINT_PARAMETERS            },
5296     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_ext  }, EXT_POINT_PARAMETERS            },
5297     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_w    }, 0                               },
5298     { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite   }, ARB_POINT_SPRITE                },
5299     { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite_w }, 0                               },
5300     { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
5301     { STATE_RENDER(WINED3DRS_POINTSCALE_A),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
5302     { STATE_RENDER(WINED3DRS_POINTSCALE_B),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
5303     { STATE_RENDER(WINED3DRS_POINTSCALE_C),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
5304     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_arb  }, ARB_POINT_PARAMETERS            },
5305     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_ext  }, EXT_POINT_PARAMETERS            },
5306     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_w    }, 0                               },
5307     /* pixel shaders need a different fog input */
5308     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pshader_fog   }, 0                               },
5309     /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5310      * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5311      * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5312      */
5313     { STATE_SAMPLER(0),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5314     { STATE_SAMPLER(0),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5315     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texmatrix   }, 0                               },
5316     { STATE_SAMPLER(1),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5317     { STATE_SAMPLER(1),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5318     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texmatrix   }, 0                               },
5319     { STATE_SAMPLER(2),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5320     { STATE_SAMPLER(2),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5321     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texmatrix   }, 0                               },
5322     { STATE_SAMPLER(3),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5323     { STATE_SAMPLER(3),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5324     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texmatrix   }, 0                               },
5325     { STATE_SAMPLER(4),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5326     { STATE_SAMPLER(4),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5327     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texmatrix   }, 0                               },
5328     { STATE_SAMPLER(5),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5329     { STATE_SAMPLER(5),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5330     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texmatrix   }, 0                               },
5331     { STATE_SAMPLER(6),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5332     { STATE_SAMPLER(6),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5333     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texmatrix   }, 0                               },
5334     { STATE_SAMPLER(7),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5335     { STATE_SAMPLER(7),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5336     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texmatrix   }, 0                               },
5337     {0 /* Terminate */,                                   { 0,                                                  0                   }, 0                               },
5338 };
5339
5340 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5341     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5342     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5343     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5344     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5345     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5346     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5347     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5348     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5349     { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5350     { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5351     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5352     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5353     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5354     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5355     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5356     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5357     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5358     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5359     { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5360     { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5361     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5362     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5363     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5364     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5365     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5366     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5367     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5368     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5369     { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5370     { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5371     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5372     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5373     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5374     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5375     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5376     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5377     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5378     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5379     { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5380     { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5381     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5382     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5383     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5384     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5385     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5386     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5387     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5388     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5389     { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5390     { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5391     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5392     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5393     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5394     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5395     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5396     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5397     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5398     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5399     { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5400     { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5401     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5402     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5403     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5404     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5405     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5406     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5407     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5408     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5409     { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5410     { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5411     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5412     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5413     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5414     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5415     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5416     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5417     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5418     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5419     { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5420     { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5421     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, 0                               },
5422     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  apply_pixelshader   }, 0                               },
5423     { STATE_RENDER(WINED3DRS_BORDERCOLOR),                { STATE_RENDER(WINED3DRS_BORDERCOLOR),                state_bordercolor   }, 0                               },
5424     { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     }, 0                               },
5425     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, 0                               },
5426     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, 0                               },
5427     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, 0                               },
5428     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, 0                               },
5429     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, 0                               },
5430     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, 0                               },
5431     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, 0                               },
5432     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, 0                               },
5433     {0 /* Terminate */,                                   { 0,                                                  0                   }, 0                               },
5434 };
5435 #undef GLINFO_LOCATION
5436
5437 #define GLINFO_LOCATION (*gl_info)
5438 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5439
5440 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
5441 {
5442     pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD         |
5443                             WINED3DTEXOPCAPS_ADDSIGNED   |
5444                             WINED3DTEXOPCAPS_ADDSIGNED2X |
5445                             WINED3DTEXOPCAPS_MODULATE    |
5446                             WINED3DTEXOPCAPS_MODULATE2X  |
5447                             WINED3DTEXOPCAPS_MODULATE4X  |
5448                             WINED3DTEXOPCAPS_SELECTARG1  |
5449                             WINED3DTEXOPCAPS_SELECTARG2  |
5450                             WINED3DTEXOPCAPS_DISABLE;
5451
5452     if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5453         GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5454         GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5455         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA  |
5456                                 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA  |
5457                                 WINED3DTEXOPCAPS_BLENDFACTORALPHA   |
5458                                 WINED3DTEXOPCAPS_BLENDCURRENTALPHA  |
5459                                 WINED3DTEXOPCAPS_LERP               |
5460                                 WINED3DTEXOPCAPS_SUBTRACT;
5461     }
5462     if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5463         GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5464         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH              |
5465                                 WINED3DTEXOPCAPS_MULTIPLYADD            |
5466                                 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5467                                 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5468                                 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5469     }
5470     if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5471         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5472
5473     pCaps->MaxTextureBlendStages   = GL_LIMITS(texture_stages);
5474     pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5475 }
5476
5477 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5478 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5479 static BOOL ffp_conv_supported(WINED3DFORMAT fmt) {
5480     TRACE("Checking shader format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
5481     return FALSE;
5482 }
5483
5484 const struct fragment_pipeline ffp_fragment_pipeline = {
5485     ffp_enable,
5486     ffp_fragment_get_caps,
5487     ffp_fragment_alloc,
5488     ffp_fragment_free,
5489     ffp_conv_supported,
5490     ffp_fragmentstate_template,
5491     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5492 };
5493
5494 static int num_handlers(APPLYSTATEFUNC *funcs) {
5495     unsigned int i;
5496     for(i = 0; funcs[i]; i++);
5497     return i;
5498 }
5499
5500 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5501     stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5502     stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5503 }
5504
5505 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5506     stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5507     stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5508     stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5509 }
5510
5511 void compile_state_table(struct StateEntry *StateTable,
5512                          APPLYSTATEFUNC **dev_multistate_funcs,
5513                          WineD3D_GL_Info *gl_info,
5514                          const struct StateEntryTemplate *vertex,
5515                          const struct fragment_pipeline *fragment,
5516                          const struct StateEntryTemplate *misc) {
5517     unsigned int i, type, handlers;
5518     APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5519     const struct StateEntryTemplate *cur;
5520     BOOL set[STATE_HIGHEST + 1];
5521
5522     memset(multistate_funcs, 0, sizeof(multistate_funcs));
5523
5524     for(i = 0; i < STATE_HIGHEST + 1; i++) {
5525         StateTable[i].representative = 0;
5526         StateTable[i].apply = state_undefined;
5527     }
5528
5529     for(type = 0; type < 3; type++) {
5530         /* This switch decides the order in which the states are applied */
5531         switch(type) {
5532             case 0: cur = misc; break;
5533             case 1: cur = fragment->states; break;
5534             case 2: cur = vertex; break;
5535             default: cur = NULL; /* Stupid compiler */
5536         }
5537         if(!cur) continue;
5538
5539         /* GL extension filtering should not prevent multiple handlers being applied from different
5540          * pipeline parts
5541          */
5542         memset(set, 0, sizeof(set));
5543
5544         for(i = 0; cur[i].state; i++) {
5545
5546             /* Only use the first matching state with the available extension from one template.
5547              * e.g.
5548              * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5549              * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0        }
5550              *
5551              * if GL_XYZ_fancy is supported, ignore the 2nd line
5552              */
5553             if(set[cur[i].state]) continue;
5554             /* Skip state lines depending on unsupported extensions */
5555             if(cur[i].extension && !GL_SUPPORT(cur[i].extension)) continue;
5556             set[cur[i].state] = TRUE;
5557             /* In some cases having an extension means that nothing has to be
5558              * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5559              * supported, the texture coordinate fixup can be ignored. If the
5560              * apply function is used, mark the state set(done above) to prevent
5561              * applying later lines, but do not record anything in the state
5562              * table
5563              */
5564             if(!cur[i].content.apply) continue;
5565
5566             handlers = num_handlers(multistate_funcs[cur[i].state]);
5567             multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5568             switch(handlers) {
5569                 case 0:
5570                     StateTable[cur[i].state].apply = cur[i].content.apply;
5571                     break;
5572                 case 1:
5573                     StateTable[cur[i].state].apply = multistate_apply_2;
5574                     dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5575                                                                    0,
5576                                                                    sizeof(**dev_multistate_funcs) * 2);
5577                     dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5578                     dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5579                     break;
5580                 case 2:
5581                     StateTable[cur[i].state].apply = multistate_apply_3;
5582                     HeapFree(GetProcessHeap(), 0, multistate_funcs[cur[i].state]);
5583                     dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5584                                                                    0,
5585                                                                    sizeof(**dev_multistate_funcs) * 3);
5586                     dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5587                     dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5588                     dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5589                     break;
5590                 default:
5591                     ERR("Unexpected amount of state handlers for state %u: %u\n",
5592                         cur[i].state, handlers + 1);
5593             }
5594
5595             if(StateTable[cur[i].state].representative &&
5596             StateTable[cur[i].state].representative != cur[i].content.representative) {
5597                 FIXME("State %u has different representatives in different pipeline parts\n",
5598                     cur[i].state);
5599             }
5600             StateTable[cur[i].state].representative = cur[i].content.representative;
5601         }
5602     }
5603 }
5604 #undef GLINFO_LOCATION