wined3d: Don't mess with nv texture shaders if its not supported.
[wine] / dlls / wined3d / state.c
1 /*
2  * Direct3D state management
3  *
4  * Copyright 2002 Lionel Ulmer
5  * Copyright 2002-2005 Jason Edmeades
6  * Copyright 2003-2004 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Henri Verbeet
10  * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36
37 #define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
38
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40     /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41      * e.g as a parameter for drawing, or which are unimplemented in windows d3d
42      */
43     if(STATE_IS_RENDER(state)) {
44         WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45         TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
46     } else {
47         /* Shouldn't have an unknown type here */
48         FIXME("%d no direct mapping to gl of state with unknown type\n", state);
49     }
50 }
51
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53     /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54      * list without causing confusing terminal output. Deliberately no special debug name here
55      * because its undefined.
56      */
57     WARN("undefined state %d\n", state);
58 }
59
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61     WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
62
63     switch(Value) {
64         case WINED3DFILL_POINT:
65             glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
67             break;
68         case WINED3DFILL_WIREFRAME:
69             glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
71             break;
72         case WINED3DFILL_SOLID:
73             glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
75             break;
76         default:
77             FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
78     }
79 }
80
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
82     BOOL transformed;
83
84     /* Lighting is not enabled if transformed vertices are drawn
85      * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86      * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87      * vertex declaration appplying function calls this function for updating
88      */
89
90     if(isStateDirty(context, STATE_VDECL)) {
91         return;
92     }
93
94     transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95                     stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96                     stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
97
98     if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99         glEnable(GL_LIGHTING);
100         checkGLcall("glEnable GL_LIGHTING");
101     } else {
102         glDisable(GL_LIGHTING);
103         checkGLcall("glDisable GL_LIGHTING");
104     }
105 }
106
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108     /* No z test without depth stencil buffers */
109     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110         glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111         checkGLcall("glDisable GL_DEPTH_TEST");
112         return;
113     }
114
115     switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116         case WINED3DZB_FALSE:
117             glDisable(GL_DEPTH_TEST);
118             checkGLcall("glDisable GL_DEPTH_TEST");
119             break;
120         case WINED3DZB_TRUE:
121             glEnable(GL_DEPTH_TEST);
122             checkGLcall("glEnable GL_DEPTH_TEST");
123             break;
124         case WINED3DZB_USEW:
125             glEnable(GL_DEPTH_TEST);
126             checkGLcall("glEnable GL_DEPTH_TEST");
127             FIXME("W buffer is not well handled\n");
128             break;
129         default:
130             FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
131     }
132 }
133
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135     /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
136
137     /* If we are culling "back faces with clockwise vertices" then
138        set front faces to be counter clockwise and enable culling
139        of back faces                                               */
140     switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
141         case WINED3DCULL_NONE:
142             glDisable(GL_CULL_FACE);
143             checkGLcall("glDisable GL_CULL_FACE");
144             break;
145         case WINED3DCULL_CW:
146             glEnable(GL_CULL_FACE);
147             checkGLcall("glEnable GL_CULL_FACE");
148             if (stateblock->wineD3DDevice->render_offscreen) {
149                 glFrontFace(GL_CW);
150                 checkGLcall("glFrontFace GL_CW");
151             } else {
152                 glFrontFace(GL_CCW);
153                 checkGLcall("glFrontFace GL_CCW");
154             }
155             glCullFace(GL_BACK);
156             break;
157         case WINED3DCULL_CCW:
158             glEnable(GL_CULL_FACE);
159             checkGLcall("glEnable GL_CULL_FACE");
160             if (stateblock->wineD3DDevice->render_offscreen) {
161                 glFrontFace(GL_CCW);
162                 checkGLcall("glFrontFace GL_CCW");
163             } else {
164                 glFrontFace(GL_CW);
165                 checkGLcall("glFrontFace GL_CW");
166             }
167             glCullFace(GL_BACK);
168             break;
169         default:
170             FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
171     }
172 }
173
174 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
175     switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
176         case WINED3DSHADE_FLAT:
177             glShadeModel(GL_FLAT);
178             checkGLcall("glShadeModel(GL_FLAT)");
179             break;
180         case WINED3DSHADE_GOURAUD:
181             glShadeModel(GL_SMOOTH);
182             checkGLcall("glShadeModel(GL_SMOOTH)");
183             break;
184         case WINED3DSHADE_PHONG:
185             FIXME("WINED3DSHADE_PHONG isn't supported\n");
186             break;
187         default:
188             FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
189     }
190 }
191
192 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193     if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
194         glEnable(GL_DITHER);
195         checkGLcall("glEnable GL_DITHER");
196     } else {
197         glDisable(GL_DITHER);
198         checkGLcall("glDisable GL_DITHER");
199     }
200 }
201
202 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203     /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
204      * this has to be merged with ZENABLE and ZFUNC
205      */
206     if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
207         glDepthMask(1);
208         checkGLcall("glDepthMask(1)");
209     } else {
210         glDepthMask(0);
211         checkGLcall("glDepthMask(0)");
212     }
213 }
214
215 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
216     int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
217
218     if(glParm) {
219         glDepthFunc(glParm);
220         checkGLcall("glDepthFunc");
221     }
222 }
223
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
225     float col[4];
226     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
227
228     TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
229     glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
230     checkGLcall("glLightModel for MODEL_AMBIENT");
231 }
232
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234     int srcBlend = GL_ZERO;
235     int dstBlend = GL_ZERO;
236
237     /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]      ||
239         stateblock->renderState[WINED3DRS_EDGEANTIALIAS]         ||
240         stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
241         glEnable(GL_BLEND);
242         checkGLcall("glEnable GL_BLEND");
243     } else {
244         glDisable(GL_BLEND);
245         checkGLcall("glDisable GL_BLEND");
246         /* Nothing more to do - get out */
247         return;
248     };
249
250     switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
251         case WINED3DBLEND_ZERO               : srcBlend = GL_ZERO;  break;
252         case WINED3DBLEND_ONE                : srcBlend = GL_ONE;  break;
253         case WINED3DBLEND_SRCCOLOR           : srcBlend = GL_SRC_COLOR;  break;
254         case WINED3DBLEND_INVSRCCOLOR        : srcBlend = GL_ONE_MINUS_SRC_COLOR;  break;
255         case WINED3DBLEND_SRCALPHA           : srcBlend = GL_SRC_ALPHA;  break;
256         case WINED3DBLEND_INVSRCALPHA        : srcBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
257         case WINED3DBLEND_DESTALPHA          : srcBlend = GL_DST_ALPHA;  break;
258         case WINED3DBLEND_INVDESTALPHA       : srcBlend = GL_ONE_MINUS_DST_ALPHA;  break;
259         case WINED3DBLEND_DESTCOLOR          : srcBlend = GL_DST_COLOR;  break;
260         case WINED3DBLEND_INVDESTCOLOR       : srcBlend = GL_ONE_MINUS_DST_COLOR;  break;
261         case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;
262
263         case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
264             dstBlend = GL_SRC_ALPHA;
265             break;
266
267         case WINED3DBLEND_BOTHINVSRCALPHA    : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
268             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
269             break;
270
271         case WINED3DBLEND_BLENDFACTOR        : srcBlend = GL_CONSTANT_COLOR;   break;
272         case WINED3DBLEND_INVBLENDFACTOR     : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
273         default:
274             FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
275     }
276
277     switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
278         case WINED3DBLEND_ZERO               : dstBlend = GL_ZERO;  break;
279         case WINED3DBLEND_ONE                : dstBlend = GL_ONE;  break;
280         case WINED3DBLEND_SRCCOLOR           : dstBlend = GL_SRC_COLOR;  break;
281         case WINED3DBLEND_INVSRCCOLOR        : dstBlend = GL_ONE_MINUS_SRC_COLOR;  break;
282         case WINED3DBLEND_SRCALPHA           : dstBlend = GL_SRC_ALPHA;  break;
283         case WINED3DBLEND_INVSRCALPHA        : dstBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
284         case WINED3DBLEND_DESTALPHA          : dstBlend = GL_DST_ALPHA;  break;
285         case WINED3DBLEND_INVDESTALPHA       : dstBlend = GL_ONE_MINUS_DST_ALPHA;  break;
286         case WINED3DBLEND_DESTCOLOR          : dstBlend = GL_DST_COLOR;  break;
287         case WINED3DBLEND_INVDESTCOLOR       : dstBlend = GL_ONE_MINUS_DST_COLOR;  break;
288         case WINED3DBLEND_SRCALPHASAT        : dstBlend = GL_SRC_ALPHA_SATURATE;  break;
289
290         case WINED3DBLEND_BOTHSRCALPHA       : dstBlend = GL_SRC_ALPHA;
291             srcBlend = GL_SRC_ALPHA;
292             break;
293
294         case WINED3DBLEND_BOTHINVSRCALPHA    : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295             srcBlend = GL_ONE_MINUS_SRC_ALPHA;
296             break;
297
298         case WINED3DBLEND_BLENDFACTOR        : dstBlend = GL_CONSTANT_COLOR;   break;
299         case WINED3DBLEND_INVBLENDFACTOR     : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
300         default:
301             FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
302     }
303
304     if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
305        stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
306         glEnable(GL_LINE_SMOOTH);
307         checkGLcall("glEnable(GL_LINE_SMOOTH)");
308         if(srcBlend != GL_SRC_ALPHA) {
309             FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
310             srcBlend = GL_SRC_ALPHA;
311         }
312         if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
313             FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
314             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
315         }
316     } else {
317         glDisable(GL_LINE_SMOOTH);
318         checkGLcall("glDisable(GL_LINE_SMOOTH)");
319     }
320
321     TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
322     glBlendFunc(srcBlend, dstBlend);
323     checkGLcall("glBlendFunc");
324 }
325
326 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
327     float col[4];
328
329     TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
330     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
331     glBlendColor (col[0],col[1],col[2],col[3]);
332     checkGLcall("glBlendColor");
333 }
334
335 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
336     int glParm = 0;
337     float ref;
338     BOOL enable_ckey = FALSE;
339
340     IWineD3DSurfaceImpl *surf;
341
342     /* Find out if the texture on the first stage has a ckey set
343      * The alpha state func reads the texture settings, even though alpha and texture are not grouped
344      * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
345      * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
346      * in case it finds some texture+colorkeyenable combination which needs extra care.
347      */
348     if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
349         surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
350
351         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
352             const PixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format);
353             /* The surface conversion does not do color keying conversion for surfaces that have an alpha
354              * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
355              * surface has alpha bits
356              */
357             if(fmt->alphaMask == 0x00000000) {
358                 enable_ckey = TRUE;
359             }
360         }
361     }
362
363     if(enable_ckey || context->last_was_ckey) {
364         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
365     }
366     context->last_was_ckey = enable_ckey;
367
368     if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
369         (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
370         glEnable(GL_ALPHA_TEST);
371         checkGLcall("glEnable GL_ALPHA_TEST");
372     } else {
373         glDisable(GL_ALPHA_TEST);
374         checkGLcall("glDisable GL_ALPHA_TEST");
375         /* Alpha test is disabled, don't bother setting the params - it will happen on the next
376          * enable call
377          */
378         return;
379     }
380
381     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
382         glParm = GL_NOTEQUAL;
383         ref = 0.0;
384     } else {
385         ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
386         glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
387     }
388     if(glParm) {
389         glAlphaFunc(glParm, ref);
390         checkGLcall("glAlphaFunc");
391     }
392 }
393
394 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
395     DWORD enable  = 0xFFFFFFFF;
396     DWORD disable = 0x00000000;
397
398     if (use_vs(stateblock->wineD3DDevice)) {
399         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
400          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
401          * contitions I got sick of tracking down. The shader state handler disables all clip planes because
402          * of that - don't do anything here and keep them disabled
403          */
404         if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
405             static BOOL warned = FALSE;
406             if(!warned) {
407                 FIXME("Clipping not supported with vertex shaders\n");
408                 warned = TRUE;
409             }
410         }
411         return;
412     }
413
414     /* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
415      * of already set values
416      */
417
418     /* If enabling / disabling all
419      * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
420      */
421     if (stateblock->renderState[WINED3DRS_CLIPPING]) {
422         enable  = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
423         disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
424     } else {
425         disable = 0xffffffff;
426         enable  = 0x00;
427     }
428
429     if (enable & WINED3DCLIPPLANE0)  { glEnable(GL_CLIP_PLANE0);  checkGLcall("glEnable(clip plane 0)"); }
430     if (enable & WINED3DCLIPPLANE1)  { glEnable(GL_CLIP_PLANE1);  checkGLcall("glEnable(clip plane 1)"); }
431     if (enable & WINED3DCLIPPLANE2)  { glEnable(GL_CLIP_PLANE2);  checkGLcall("glEnable(clip plane 2)"); }
432     if (enable & WINED3DCLIPPLANE3)  { glEnable(GL_CLIP_PLANE3);  checkGLcall("glEnable(clip plane 3)"); }
433     if (enable & WINED3DCLIPPLANE4)  { glEnable(GL_CLIP_PLANE4);  checkGLcall("glEnable(clip plane 4)"); }
434     if (enable & WINED3DCLIPPLANE5)  { glEnable(GL_CLIP_PLANE5);  checkGLcall("glEnable(clip plane 5)"); }
435
436     if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
437     if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
438     if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
439     if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
440     if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
441     if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
442
443     /** update clipping status */
444     if (enable) {
445         stateblock->clip_status.ClipUnion = 0;
446         stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
447     } else {
448         stateblock->clip_status.ClipUnion = 0;
449         stateblock->clip_status.ClipIntersection = 0;
450     }
451 }
452
453 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
454     int glParm = GL_FUNC_ADD;
455
456     if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
457         WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
458         return;
459     }
460
461     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
462         case WINED3DBLENDOP_ADD              : glParm = GL_FUNC_ADD;              break;
463         case WINED3DBLENDOP_SUBTRACT         : glParm = GL_FUNC_SUBTRACT;         break;
464         case WINED3DBLENDOP_REVSUBTRACT      : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
465         case WINED3DBLENDOP_MIN              : glParm = GL_MIN;                   break;
466         case WINED3DBLENDOP_MAX              : glParm = GL_MAX;                   break;
467         default:
468             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
469     }
470
471     TRACE("glBlendEquation(%x)\n", glParm);
472     GL_EXTCALL(glBlendEquation(glParm));
473     checkGLcall("glBlendEquation");
474 }
475
476 static void
477 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
478     /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
479      * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
480      * specular color. This is wrong:
481      * Separate specular color means the specular colour is maintained separately, whereas
482      * single color means it is merged in. However in both cases they are being used to
483      * some extent.
484      * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
485      * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
486      * running 1.4 yet!
487      *
488      *
489      * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
490      * Instead, we need to setup the FinalCombiner properly.
491      *
492      * The default setup for the FinalCombiner is:
493      *
494      * <variable>       <input>                             <mapping>               <usage>
495      * GL_VARIABLE_A_NV GL_FOG,                             GL_UNSIGNED_IDENTITY_NV GL_ALPHA
496      * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV   GL_UNSIGNED_IDENTITY_NV GL_RGB
497      * GL_VARIABLE_C_NV GL_FOG                              GL_UNSIGNED_IDENTITY_NV GL_RGB
498      * GL_VARIABLE_D_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
499      * GL_VARIABLE_E_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
500      * GL_VARIABLE_F_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
501      * GL_VARIABLE_G_NV GL_SPARE0_NV                        GL_UNSIGNED_IDENTITY_NV GL_ALPHA
502      *
503      * That's pretty much fine as it is, except for variable B, which needs to take
504      * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
505      * whether WINED3DRS_SPECULARENABLE is enabled or not.
506      */
507
508     TRACE("Setting specular enable state\n");
509     /* TODO: Add to the material setting functions */
510     if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
511         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
512         checkGLcall("glMaterialfv");
513         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
514             glEnable(GL_COLOR_SUM_EXT);
515         } else {
516             TRACE("Specular colors cannot be enabled in this version of opengl\n");
517         }
518         checkGLcall("glEnable(GL_COLOR_SUM)");
519
520         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
521             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
522             checkGLcall("glFinalCombinerInputNV()");
523         }
524     } else {
525         float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
526
527         /* for the case of enabled lighting: */
528         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
529         checkGLcall("glMaterialfv");
530
531         /* for the case of disabled lighting: */
532         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
533             glDisable(GL_COLOR_SUM_EXT);
534         } else {
535             TRACE("Specular colors cannot be disabled in this version of opengl\n");
536         }
537         checkGLcall("glDisable(GL_COLOR_SUM)");
538
539         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
540             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
541             checkGLcall("glFinalCombinerInputNV()");
542         }
543     }
544 }
545
546 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
547     unsigned int i;
548
549     /* Note the texture color applies to all textures whereas
550      * GL_TEXTURE_ENV_COLOR applies to active only
551      */
552     float col[4];
553     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
554
555     if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
556         /* And now the default texture color as well */
557         for (i = 0; i < GL_LIMITS(texture_stages); i++) {
558             /* Note the WINED3DRS value applies to all textures, but GL has one
559              * per texture, so apply it now ready to be used!
560              */
561             if (GL_SUPPORT(ARB_MULTITEXTURE)) {
562                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
563                 checkGLcall("glActiveTextureARB");
564             } else if (i>0) {
565                 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
566             }
567
568             glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
569             checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
570         }
571     } else {
572         GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
573     }
574 }
575
576 static void
577 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
578 #if 0 /* Don't use OpenGL 2.0 calls for now */
579             if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
580                 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
581                 checkGLcall("glStencilFuncSeparate(...)");
582                 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
583                 checkGLcall("glStencilOpSeparate(...)");
584         }
585             else
586 #endif
587     if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
588         glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
589         checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
590         GL_EXTCALL(glActiveStencilFaceEXT(face));
591         checkGLcall("glActiveStencilFaceEXT(...)");
592         glStencilFunc(func, ref, mask);
593         checkGLcall("glStencilFunc(...)");
594         glStencilOp(stencilFail, depthFail, stencilPass);
595         checkGLcall("glStencilOp(...)");
596     } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
597         GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
598         checkGLcall("glStencilFuncSeparateATI(...)");
599         GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
600         checkGLcall("glStencilOpSeparateATI(...)");
601     } else {
602         ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
603     }
604 }
605
606 static void
607 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
608     DWORD onesided_enable = FALSE;
609     DWORD twosided_enable = FALSE;
610     GLint func = GL_ALWAYS;
611     GLint func_ccw = GL_ALWAYS;
612     GLint ref = 0;
613     GLuint mask = 0;
614     GLint stencilFail = GL_KEEP;
615     GLint depthFail = GL_KEEP;
616     GLint stencilPass = GL_KEEP;
617     GLint stencilFail_ccw = GL_KEEP;
618     GLint depthFail_ccw = GL_KEEP;
619     GLint stencilPass_ccw = GL_KEEP;
620
621     /* No stencil test without a stencil buffer */
622     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
623         glDisable(GL_STENCIL_TEST);
624         checkGLcall("glDisable GL_STENCIL_TEST");
625         return;
626     }
627
628     if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
629         onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
630     if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
631         twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
632     if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
633         if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
634             func = GL_ALWAYS;
635     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
636         if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
637             func = GL_ALWAYS;
638     if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
639         ref = stateblock->renderState[WINED3DRS_STENCILREF];
640     if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
641         mask = stateblock->renderState[WINED3DRS_STENCILMASK];
642     if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
643         stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
644     if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
645         depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
646     if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
647         stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
648     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
649         stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
650     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
651         depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
652     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
653         stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
654
655     TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
656           "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
657           "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
658     onesided_enable, twosided_enable, ref, mask,
659     func, stencilFail, depthFail, stencilPass,
660     func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
661
662     if (twosided_enable) {
663         renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
664         renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
665     } else {
666         if (onesided_enable) {
667             glEnable(GL_STENCIL_TEST);
668             checkGLcall("glEnable GL_STENCIL_TEST");
669             glStencilFunc(func, ref, mask);
670             checkGLcall("glStencilFunc(...)");
671             glStencilOp(stencilFail, depthFail, stencilPass);
672             checkGLcall("glStencilOp(...)");
673         } else {
674             glDisable(GL_STENCIL_TEST);
675             checkGLcall("glDisable GL_STENCIL_TEST");
676         }
677     }
678 }
679
680 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
681     if(stateblock->wineD3DDevice->stencilBufferTarget) {
682         glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
683     } else {
684         glStencilMask(0);
685     }
686     checkGLcall("glStencilMask");
687 }
688
689 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
690     /* TODO: Put this into the vertex type block once that is in the state table */
691     BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
692     BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
693                   && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
694     float fogstart, fogend;
695
696     union {
697         DWORD d;
698         float f;
699     } tmpvalue;
700
701     if (!fogenable) {
702         /* No fog? Disable it, and we're done :-) */
703         glDisable(GL_FOG);
704         checkGLcall("glDisable GL_FOG");
705         if( use_ps(stateblock->wineD3DDevice)
706                 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
707             /* disable fog in the pixel shader
708              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
709              * -1/(e-s) and e/(e-s) respectively.
710              */
711             glFogf(GL_FOG_START, 0.0f);
712             checkGLcall("glFogf(GL_FOG_START, fogstart");
713             glFogf(GL_FOG_END, 1.0f);
714             checkGLcall("glFogf(GL_FOG_END, fogend");
715         }
716         return;
717     }
718
719     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
720     fogstart = tmpvalue.f;
721     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
722     fogend = tmpvalue.f;
723
724     /* Fog Rules:
725      *
726      * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
727      * It can use the Z value of the vertex, or the alpha component of the specular color.
728      * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
729      * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
730      * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
731      *
732      * FOGTABLEMODE != NONE:
733      *  The Z value is used, with the equation specified, no matter what vertex type.
734      *
735      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
736      *  Per vertex fog is calculated using the specified fog equation and the parameters
737      *
738      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
739      * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
740      *  Linear fog with start = 255.0, end = 0.0, input comes from the specular color
741      *
742      *
743      * Rules for vertex fog with shaders:
744      *
745      * When mixing fixed function functionality with the programmable pipeline, D3D expects
746      * the fog computation to happen during transformation while openGL expects it to happen
747      * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
748      * the pixel shader while openGL always expects the pixel shader to handle the blending.
749      * To solve this problem, WineD3D does:
750      * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
751      * shader,
752      * and 2) disables the fog computation (in either the fixed function or programmable
753      * rasterizer) if using a vertex program.
754      *
755      *
756      * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
757      * without shaders).
758      */
759
760     if( is_ps3 ) {
761         if( !use_vs(stateblock->wineD3DDevice)
762                 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
763             FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
764         }
765     }
766
767     if (use_vs(stateblock->wineD3DDevice)
768             && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
769         if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
770             if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
771             /* Disable fog */
772             fogenable = FALSE;
773         } else {
774             /* Set fog computation in the rasterizer to pass through the value (just blend it) */
775             glFogi(GL_FOG_MODE, GL_LINEAR);
776             checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
777             fogstart = 1.0;
778             fogend = 0.0;
779         }
780         context->last_was_foggy_shader = TRUE;
781     }
782     else if( use_ps(stateblock->wineD3DDevice) ) {
783         /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
784          * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
785          */
786         WINED3DFOGMODE mode;
787         context->last_was_foggy_shader = FALSE;
788
789         /* If both fogmodes are set use the table fog mode */
790         if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
791             mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
792         else
793             mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
794
795         switch (mode) {
796             case WINED3DFOG_EXP:
797             case WINED3DFOG_EXP2:
798                 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
799                 /* Disable fog */
800                 fogenable = FALSE;
801                 break;
802
803             case WINED3DFOG_LINEAR:
804                 fogstart = -1.0f/(fogend-fogstart);
805                 fogend *= -fogstart;
806                 break;
807
808             case WINED3DFOG_NONE:
809                 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
810                 /* Disable fog */
811                 fogenable = FALSE;
812                 break;
813             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
814         }
815     }
816     /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
817      * the system will apply only pixel(=table) fog effects."
818      */
819     else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
820         glHint(GL_FOG_HINT, GL_FASTEST);
821         checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
822         context->last_was_foggy_shader = FALSE;
823
824         switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
825             /* If processed vertices are used, fall through to the NONE case */
826             case WINED3DFOG_EXP:  {
827                 if(!context->last_was_rhw) {
828                     glFogi(GL_FOG_MODE, GL_EXP);
829                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
830                     if(GL_SUPPORT(EXT_FOG_COORD)) {
831                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
832                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
833                     }
834                     break;
835                 }
836             }
837             case WINED3DFOG_EXP2: {
838                 if(!context->last_was_rhw) {
839                     glFogi(GL_FOG_MODE, GL_EXP2);
840                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
841                     if(GL_SUPPORT(EXT_FOG_COORD)) {
842                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
843                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
844                     }
845                     break;
846                 }
847             }
848             case WINED3DFOG_LINEAR: {
849                 if(!context->last_was_rhw) {
850                     glFogi(GL_FOG_MODE, GL_LINEAR);
851                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
852                     if(GL_SUPPORT(EXT_FOG_COORD)) {
853                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
854                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
855                     }
856                     break;
857                 }
858             }
859             case WINED3DFOG_NONE: {
860                 /* Both are none? According to msdn the alpha channel of the specular
861                  * color contains a fog factor. Set it in drawStridedSlow.
862                  * Same happens with Vertexfog on transformed vertices
863                  */
864                 if(GL_SUPPORT(EXT_FOG_COORD)) {
865                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
866                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
867                     glFogi(GL_FOG_MODE, GL_LINEAR);
868                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
869                     fogstart = 0xff;
870                     fogend = 0x0;
871                 } else {
872                     /* Disable GL fog, handle this in software in drawStridedSlow */
873                     fogenable = FALSE;
874                 }
875                 break;
876             }
877             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
878         }
879     } else {
880         glHint(GL_FOG_HINT, GL_NICEST);
881         checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
882         context->last_was_foggy_shader = FALSE;
883
884         switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
885             case WINED3DFOG_EXP:
886                 glFogi(GL_FOG_MODE, GL_EXP);
887                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
888                 if(GL_SUPPORT(EXT_FOG_COORD)) {
889                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
890                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
891                 }
892                 break;
893
894             case WINED3DFOG_EXP2:
895                 glFogi(GL_FOG_MODE, GL_EXP2);
896                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
897                 if(GL_SUPPORT(EXT_FOG_COORD)) {
898                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
899                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
900                 }
901                 break;
902
903             case WINED3DFOG_LINEAR:
904                 glFogi(GL_FOG_MODE, GL_LINEAR);
905                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
906                 if(GL_SUPPORT(EXT_FOG_COORD)) {
907                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
908                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
909                 }
910                 break;
911
912             case WINED3DFOG_NONE:   /* Won't happen */
913             default:
914                 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
915         }
916     }
917
918     if(fogenable) {
919         glEnable(GL_FOG);
920         checkGLcall("glEnable GL_FOG");
921
922         glFogfv(GL_FOG_START, &fogstart);
923         checkGLcall("glFogf(GL_FOG_START, fogstart");
924         TRACE("Fog Start == %f\n", fogstart);
925
926         glFogfv(GL_FOG_END, &fogend);
927         checkGLcall("glFogf(GL_FOG_END, fogend");
928         TRACE("Fog End == %f\n", fogend);
929     } else {
930         glDisable(GL_FOG);
931         checkGLcall("glDisable GL_FOG");
932         if( use_ps(stateblock->wineD3DDevice) ) {
933             /* disable fog in the pixel shader
934              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
935              * -1/(e-s) and e/(e-s) respectively.
936              */
937             glFogf(GL_FOG_START, 0.0f);
938             checkGLcall("glFogf(GL_FOG_START, fogstart");
939             glFogf(GL_FOG_END, 1.0f);
940             checkGLcall("glFogf(GL_FOG_END, fogend");
941         }
942     }
943
944     if (GL_SUPPORT(NV_FOG_DISTANCE)) {
945         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
946     }
947 }
948
949 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
950     float col[4];
951     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
952     glFogfv(GL_FOG_COLOR, &col[0]);
953     checkGLcall("glFog GL_FOG_COLOR");
954 }
955
956 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
957     union {
958         DWORD d;
959         float f;
960     } tmpvalue;
961     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
962     glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
963     checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
964 }
965
966 /* TODO: Merge with primitive type + init_materials()!! */
967 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
968     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
969     GLenum Parm = 0;
970     WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
971     BOOL isDiffuseSupplied;
972
973     /* Depends on the decoded vertex declaration to read the existence of diffuse data.
974      * The vertex declaration will call this function if the fixed function pipeline is used.
975      */
976
977     if(isStateDirty(context, STATE_VDECL)) {
978         return;
979     }
980
981     isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
982
983     if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
984         TRACE("diff %d, amb %d, emis %d, spec %d\n",
985               stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
986               stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
987               stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
988               stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
989
990         if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
991             if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
992                 Parm = GL_AMBIENT_AND_DIFFUSE;
993             } else {
994                 Parm = GL_DIFFUSE;
995             }
996         } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
997             Parm = GL_AMBIENT;
998         } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
999             Parm = GL_EMISSION;
1000         } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1001             Parm = GL_SPECULAR;
1002         }
1003     }
1004
1005     /* Nothing changed, return. */
1006     if (Parm == context->tracking_parm) return;
1007
1008     if(!Parm) {
1009         glDisable(GL_COLOR_MATERIAL);
1010         checkGLcall("glDisable GL_COLOR_MATERIAL");
1011     } else {
1012         glColorMaterial(GL_FRONT_AND_BACK, Parm);
1013         checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1014         glEnable(GL_COLOR_MATERIAL);
1015         checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1016     }
1017
1018     /* Apparently calls to glMaterialfv are ignored for properties we're
1019      * tracking with glColorMaterial, so apply those here. */
1020     switch (context->tracking_parm) {
1021         case GL_AMBIENT_AND_DIFFUSE:
1022             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1023             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1024             checkGLcall("glMaterialfv");
1025             break;
1026
1027         case GL_DIFFUSE:
1028             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1029             checkGLcall("glMaterialfv");
1030             break;
1031
1032         case GL_AMBIENT:
1033             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1034             checkGLcall("glMaterialfv");
1035             break;
1036
1037         case GL_EMISSION:
1038             glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1039             checkGLcall("glMaterialfv");
1040             break;
1041
1042         case GL_SPECULAR:
1043             /* Only change material color if specular is enabled, otherwise it is set to black */
1044             if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1045                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1046                 checkGLcall("glMaterialfv");
1047             } else {
1048                 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1049                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1050                 checkGLcall("glMaterialfv");
1051             }
1052             break;
1053     }
1054
1055     context->tracking_parm = Parm;
1056 }
1057
1058 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1059     union {
1060         DWORD                 d;
1061         WINED3DLINEPATTERN    lp;
1062     } tmppattern;
1063     tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1064
1065     TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1066
1067     if (tmppattern.lp.wRepeatFactor) {
1068         glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1069         checkGLcall("glLineStipple(repeat, linepattern)");
1070         glEnable(GL_LINE_STIPPLE);
1071         checkGLcall("glEnable(GL_LINE_STIPPLE);");
1072     } else {
1073         glDisable(GL_LINE_STIPPLE);
1074         checkGLcall("glDisable(GL_LINE_STIPPLE);");
1075     }
1076 }
1077
1078 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1079     union {
1080         DWORD d;
1081         float f;
1082     } tmpvalue;
1083
1084     if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1085         tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1086         TRACE("ZBias value %f\n", tmpvalue.f);
1087         glPolygonOffset(0, -tmpvalue.f);
1088         checkGLcall("glPolygonOffset(0, -Value)");
1089         glEnable(GL_POLYGON_OFFSET_FILL);
1090         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1091         glEnable(GL_POLYGON_OFFSET_LINE);
1092         checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1093         glEnable(GL_POLYGON_OFFSET_POINT);
1094         checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1095     } else {
1096         glDisable(GL_POLYGON_OFFSET_FILL);
1097         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1098         glDisable(GL_POLYGON_OFFSET_LINE);
1099         checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1100         glDisable(GL_POLYGON_OFFSET_POINT);
1101         checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1102     }
1103 }
1104
1105
1106 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1107     if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
1108         glEnable(GL_NORMALIZE);
1109         checkGLcall("glEnable(GL_NORMALIZE);");
1110     } else {
1111         glDisable(GL_NORMALIZE);
1112         checkGLcall("glDisable(GL_NORMALIZE);");
1113     }
1114 }
1115
1116 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1117     union {
1118         DWORD d;
1119         float f;
1120     } tmpvalue;
1121
1122     /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1123     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1124     TRACE("Set point size to %f\n", tmpvalue.f);
1125     glPointSize(tmpvalue.f);
1126     checkGLcall("glPointSize(...);");
1127 }
1128
1129 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1130     union {
1131         DWORD d;
1132         float f;
1133     } tmpvalue;
1134
1135     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1136     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1137         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1138         checkGLcall("glPointParameterfARB(...");
1139     }
1140     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1141         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1142         checkGLcall("glPointParameterfEXT(...);");
1143     } else if(tmpvalue.f != 1.0) {
1144         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1145     }
1146 }
1147
1148 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1149     union {
1150         DWORD d;
1151         float f;
1152     } tmpvalue;
1153
1154     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1155     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1156         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1157         checkGLcall("glPointParameterfARB(...");
1158     }
1159     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1160         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1161         checkGLcall("glPointParameterfEXT(...);");
1162     } else if(tmpvalue.f != 64.0) {
1163         FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1164     }
1165 }
1166
1167 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1168     /* TODO: Group this with the viewport */
1169     /*
1170      * POINTSCALEENABLE controls how point size value is treated. If set to
1171      * true, the point size is scaled with respect to height of viewport.
1172      * When set to false point size is in pixels.
1173      *
1174      * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1175      */
1176
1177     /* Default values */
1178     GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1179
1180     /*
1181      * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1182      * This means that OpenGL will clamp really small point sizes to 1.0f.
1183      * To correct for this we need to multiply by the scale factor when sizes
1184      * are less than 1.0f. scale_factor =  1.0f / point_size.
1185      */
1186     GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1187     if(pointSize > 0.0f) {
1188         GLfloat scaleFactor;
1189
1190         if(pointSize < 1.0f) {
1191             scaleFactor = pointSize * pointSize;
1192         } else {
1193             scaleFactor = 1.0f;
1194         }
1195
1196         if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1197             att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1198                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1199             att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1200                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1201             att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1202                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1203         }
1204     }
1205
1206     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1207         GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1208         checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1209     }
1210     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1211         GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1212         checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1213     } else {
1214         TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1215     }
1216 }
1217
1218 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1219     DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1220
1221     TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1222         Value & WINED3DCOLORWRITEENABLE_RED   ? 1 : 0,
1223         Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1224         Value & WINED3DCOLORWRITEENABLE_BLUE  ? 1 : 0,
1225         Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1226     glColorMask(Value & WINED3DCOLORWRITEENABLE_RED   ? GL_TRUE : GL_FALSE,
1227                 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1228                 Value & WINED3DCOLORWRITEENABLE_BLUE  ? GL_TRUE : GL_FALSE,
1229                 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1230     checkGLcall("glColorMask(...)");
1231
1232     /* depends on WINED3DRS_COLORWRITEENABLE. */
1233     if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1234        stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1235        stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1236         ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1237             stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1238             stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1239             stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1240     }
1241 }
1242
1243 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1244     if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1245         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1246         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1247     } else {
1248         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1249         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1250     }
1251 }
1252
1253 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1254     if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1255         TRACE("Last Pixel Drawing Enabled\n");
1256     } else {
1257         static BOOL first = TRUE;
1258         if(first) {
1259             FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1260             first = FALSE;
1261         } else {
1262             TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1263         }
1264     }
1265 }
1266
1267 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1268     unsigned int i;
1269     int val;
1270
1271     /* TODO: NV_POINT_SPRITE */
1272     if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1273         TRACE("Point sprites not supported\n");
1274         return;
1275     }
1276
1277     if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1278         val = GL_TRUE;
1279     } else {
1280         val = GL_FALSE;
1281     }
1282
1283     for (i = 0; i < GL_LIMITS(textures); i++) {
1284         /* Note the WINED3DRS value applies to all textures, but GL has one
1285          * per texture, so apply it now ready to be used!
1286          */
1287         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1288             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1289             checkGLcall("glActiveTextureARB");
1290         } else if (i==1) {
1291             FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1292             break;
1293         }
1294
1295         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, val);
1296         checkGLcall((val?"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)":
1297                          "glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE)"));
1298     }
1299 }
1300
1301 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1302     /**
1303      http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1304      http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1305      http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1306      Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1307      http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1308
1309      so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1310      */
1311     TRACE("Stub\n");
1312     if(stateblock->renderState[WINED3DRS_WRAP0] ||
1313        stateblock->renderState[WINED3DRS_WRAP1] ||
1314        stateblock->renderState[WINED3DRS_WRAP2] ||
1315        stateblock->renderState[WINED3DRS_WRAP3] ||
1316        stateblock->renderState[WINED3DRS_WRAP4] ||
1317        stateblock->renderState[WINED3DRS_WRAP5] ||
1318        stateblock->renderState[WINED3DRS_WRAP6] ||
1319        stateblock->renderState[WINED3DRS_WRAP7] ||
1320        stateblock->renderState[WINED3DRS_WRAP8] ||
1321        stateblock->renderState[WINED3DRS_WRAP9] ||
1322        stateblock->renderState[WINED3DRS_WRAP10] ||
1323        stateblock->renderState[WINED3DRS_WRAP11] ||
1324        stateblock->renderState[WINED3DRS_WRAP12] ||
1325        stateblock->renderState[WINED3DRS_WRAP13] ||
1326        stateblock->renderState[WINED3DRS_WRAP14] ||
1327        stateblock->renderState[WINED3DRS_WRAP15] ) {
1328         FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1329     }
1330 }
1331
1332 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1333     if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1334         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1335             glEnable(GL_MULTISAMPLE_ARB);
1336             checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1337         } else {
1338             glDisable(GL_MULTISAMPLE_ARB);
1339             checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1340         }
1341     } else {
1342         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1343             ERR("Multisample antialiasing not supported by gl\n");
1344         }
1345     }
1346 }
1347
1348 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1349     if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1350         glEnable(GL_SCISSOR_TEST);
1351         checkGLcall("glEnable(GL_SCISSOR_TEST)");
1352     } else {
1353         glDisable(GL_SCISSOR_TEST);
1354         checkGLcall("glDisable(GL_SCISSOR_TEST)");
1355     }
1356 }
1357
1358 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1359     union {
1360         DWORD d;
1361         float f;
1362     } tmpvalue;
1363
1364     if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1365        stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1366         tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1367         glEnable(GL_POLYGON_OFFSET_FILL);
1368         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1369         glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1370         checkGLcall("glPolygonOffset(...)");
1371     } else {
1372         glDisable(GL_POLYGON_OFFSET_FILL);
1373         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1374     }
1375 }
1376
1377 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1378     if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1379         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1380         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1381     } else {
1382         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1383         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1384     }
1385 }
1386
1387 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1388     TRACE("Stub\n");
1389     if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1390         FIXME(" Stippled Alpha not supported yet.\n");
1391 }
1392
1393 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1394     TRACE("Stub\n");
1395     if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1396         FIXME(" Antialias not supported yet.\n");
1397 }
1398
1399 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1400     TRACE("Stub\n");
1401     if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1402         FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1403 }
1404
1405 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1406     TRACE("Stub\n");
1407     if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1408         FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1409 }
1410
1411 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1412     union {
1413         DWORD d;
1414         float f;
1415     } tmpvalue;
1416     tmpvalue.f = 1.0f;
1417
1418     TRACE("Stub\n");
1419     if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1420     {
1421         static BOOL displayed = FALSE;
1422
1423         tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1424         if(!displayed)
1425             FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1426
1427         displayed = TRUE;
1428     }
1429 }
1430
1431 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1432     TRACE("Stub\n");
1433     if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1434         FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1435 }
1436
1437 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1438     TRACE("Stub\n");
1439     if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1440         FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1441 }
1442
1443 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1444     TRACE("Stub\n");
1445     if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1446         FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1447 }
1448
1449
1450 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1451     if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1452         FIXME("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1453 }
1454
1455 static void state_seperateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1456     TRACE("Stub\n");
1457     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1458         FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1459 }
1460
1461 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1462     if(stateblock->renderState[WINED3DRS_WRAPU]) {
1463         FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1464     }
1465 }
1466
1467 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1468     if(stateblock->renderState[WINED3DRS_WRAPV]) {
1469         FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1470     }
1471 }
1472
1473 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1474     if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1475         FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1476     }
1477 }
1478
1479 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1480     if(stateblock->renderState[WINED3DRS_ROP2]) {
1481         FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1482     }
1483 }
1484
1485 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1486     if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1487         FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1488     }
1489 }
1490
1491 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1492     if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1493         FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1494     }
1495 }
1496
1497 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1498     if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1499         FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1500     }
1501 }
1502
1503 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1504     if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1505         FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1506     }
1507 }
1508
1509 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1510     if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1511         FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1512     }
1513 }
1514
1515 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1516     if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1517         FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1518     }
1519 }
1520
1521 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1522     if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1523         FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1524     }
1525 }
1526
1527 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1528     if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1529         FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1530     }
1531 }
1532
1533 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1534     if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1535         FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1536     }
1537 }
1538
1539 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1540     if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1541         FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1542     }
1543 }
1544
1545 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1546     if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1547         FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1548     }
1549 }
1550
1551 /* Activates the texture dimension according to the bound D3D texture.
1552  * Does not care for the colorop or correct gl texture unit(when using nvrc)
1553  * Requires the caller to activate the correct unit before
1554  */
1555 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1556     BOOL bumpmap = FALSE;
1557
1558     if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1559                      stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1560         bumpmap = TRUE;
1561         context->texShaderBumpMap |= (1 << stage);
1562     } else {
1563         context->texShaderBumpMap &= ~(1 << stage);
1564     }
1565
1566     if(stateblock->textures[stage]) {
1567         switch(stateblock->textureDimensions[stage]) {
1568             case GL_TEXTURE_2D:
1569                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1570                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1571                 } else {
1572                     glDisable(GL_TEXTURE_3D);
1573                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1574                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1575                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1576                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1577                     }
1578                     glEnable(GL_TEXTURE_2D);
1579                     checkGLcall("glEnable(GL_TEXTURE_2D)");
1580                 }
1581                 break;
1582             case GL_TEXTURE_3D:
1583                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1584                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1585                 } else {
1586                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1587                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1588                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1589                     }
1590                     glDisable(GL_TEXTURE_2D);
1591                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1592                     glEnable(GL_TEXTURE_3D);
1593                     checkGLcall("glEnable(GL_TEXTURE_3D)");
1594                 }
1595                 break;
1596             case GL_TEXTURE_CUBE_MAP_ARB:
1597                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1598                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1599                 } else {
1600                     glDisable(GL_TEXTURE_2D);
1601                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1602                     glDisable(GL_TEXTURE_3D);
1603                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1604                     glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1605                     checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1606                 }
1607               break;
1608         }
1609     } else {
1610         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1611             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1612         } else {
1613             glDisable(GL_TEXTURE_2D);
1614             checkGLcall("glDisable(GL_TEXTURE_2D)");
1615             glDisable(GL_TEXTURE_3D);
1616             checkGLcall("glDisable(GL_TEXTURE_3D)");
1617             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1618                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1619                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1620             }
1621             /* Binding textures is done by samplers. A dummy texture will be bound */
1622         }
1623     }
1624 }
1625
1626 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1627     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1628     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1629
1630     TRACE("Setting color op for stage %d\n", stage);
1631
1632     if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1633         ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1634         /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1635         return;
1636     }
1637
1638     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1639
1640     if (mapped_stage != -1) {
1641         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1642             if (mapped_stage >= GL_LIMITS(textures)) {
1643                 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1644                         stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1645                     FIXME("Attempt to enable unsupported stage!\n");
1646                 }
1647                 return;
1648             }
1649             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1650             checkGLcall("glActiveTextureARB");
1651         } else if (stage > 0) {
1652             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1653             return;
1654         }
1655     }
1656
1657     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1658         if(stateblock->lowest_disabled_stage > 0) {
1659             glEnable(GL_REGISTER_COMBINERS_NV);
1660             GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1661         } else {
1662             glDisable(GL_REGISTER_COMBINERS_NV);
1663         }
1664     }
1665     if(stage >= stateblock->lowest_disabled_stage) {
1666         TRACE("Stage disabled\n");
1667         if (mapped_stage != -1) {
1668             /* Disable everything here */
1669             glDisable(GL_TEXTURE_2D);
1670             checkGLcall("glDisable(GL_TEXTURE_2D)");
1671             glDisable(GL_TEXTURE_3D);
1672             checkGLcall("glDisable(GL_TEXTURE_3D)");
1673             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1674                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1675                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1676             }
1677         }
1678         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1679             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1680         }
1681         /* All done */
1682         return;
1683     }
1684
1685     /* The sampler will also activate the correct texture dimensions, so no need to do it here
1686      * if the sampler for this stage is dirty
1687      */
1688     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1689         if (mapped_stage != -1) activate_dimensions(stage, stateblock, context);
1690     }
1691
1692     /* Set the texture combiners */
1693     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1694         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1695                          stateblock->textureState[stage][WINED3DTSS_COLOROP],
1696                          stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1697                          stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1698                          stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1699                          mapped_stage);
1700
1701         /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1702          * thus the texture shader may have to be updated
1703          */
1704         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1705             BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1706                              stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1707             BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1708             if(usesBump != usedBump) {
1709                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1710                 checkGLcall("glActiveTextureARB");
1711                 activate_dimensions(stage + 1, stateblock, context);
1712                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1713                 checkGLcall("glActiveTextureARB");
1714             }
1715         }
1716     } else {
1717         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1718                     stateblock->textureState[stage][WINED3DTSS_COLOROP],
1719                     stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1720                     stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1721                     stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1722     }
1723 }
1724
1725 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1726     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1727     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1728     DWORD op, arg1, arg2, arg0;
1729
1730     TRACE("Setting alpha op for stage %d\n", stage);
1731     /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1732     if (mapped_stage != -1) {
1733         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1734             if (stage >= GL_LIMITS(textures)) {
1735                 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1736                         stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1737                     FIXME("Attempt to enable unsupported stage!\n");
1738                 }
1739                 return;
1740             }
1741             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1742             checkGLcall("glActiveTextureARB");
1743         } else if (stage > 0) {
1744             /* We can't do anything here */
1745             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1746             return;
1747         }
1748     }
1749
1750     op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1751     arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1752     arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1753     arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1754
1755     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1756        stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1757         IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1758
1759         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1760            getFormatDescEntry(surf->resource.format)->alphaMask == 0x00000000) {
1761
1762             /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1763              * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1764              * cannot remove the texture's alpha channel entirely.
1765              *
1766              * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1767              * on color keyed surfaces.
1768              *
1769              * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1770              */
1771             if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1772             if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1773             else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1774         }
1775     }
1776
1777     TRACE("Setting alpha op for stage %d\n", stage);
1778     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1779         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1780                          op, arg1, arg2, arg0,
1781                          mapped_stage);
1782     } else {
1783         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1784                     op, arg1, arg2, arg0);
1785     }
1786 }
1787
1788 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1789     DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1790     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1791
1792     if (mapped_stage < 0) return;
1793
1794     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1795         if(mapped_stage >= GL_LIMITS(textures)) {
1796             return;
1797         }
1798         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1799         checkGLcall("glActiveTextureARB");
1800     } else if (mapped_stage > 0) {
1801         /* We can't do anything here */
1802         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1803         return;
1804     }
1805
1806     set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1807                         stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1808                         (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
1809
1810 }
1811
1812 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
1813     int texture_idx;
1814
1815     for (texture_idx = 0; texture_idx < GL_LIMITS(textures); ++texture_idx) {
1816         GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
1817         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1818     }
1819 }
1820
1821 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
1822     UINT *offset = stateblock->streamOffset;
1823     unsigned int mapped_stage = 0;
1824     unsigned int textureNo = 0;
1825
1826     /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
1827     /* Abort if we don't support the extension. */
1828     if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
1829         FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1830         return;
1831     }
1832
1833     for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
1834         int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
1835
1836         mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
1837         if (mapped_stage == -1) continue;
1838
1839         if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
1840             TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
1841                     textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
1842
1843             if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
1844                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
1845                 checkGLcall("glBindBufferARB");
1846                 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
1847             }
1848
1849             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1850             checkGLcall("glClientActiveTextureARB");
1851
1852             /* The coords to supply depend completely on the fvf / vertex shader */
1853             glTexCoordPointer(
1854                     WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
1855                     WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
1856                     sd->u.s.texCoords[coordIdx].dwStride,
1857                     sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
1858             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1859         } else {
1860             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
1861         }
1862     }
1863     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1864         /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
1865         for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
1866             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
1867         }
1868     }
1869 }
1870
1871 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1872     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1873     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1874
1875     if (mapped_stage == -1) {
1876         TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1877         return;
1878     }
1879
1880     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1881         if(mapped_stage >= GL_LIMITS(samplers)) {
1882             return;
1883         }
1884         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1885         checkGLcall("glActiveTextureARB");
1886     } else if (stage > 0) {
1887         /* We can't do anything here */
1888         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1889         return;
1890     }
1891
1892     /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1893      *
1894      * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1895      * one flag, you can still specify an index value, which the system uses to
1896      * determine the texture wrapping mode.
1897      * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1898      * means use the vertex position (camera-space) as the input texture coordinates
1899      * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1900      * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1901      * to the TEXCOORDINDEX value
1902      */
1903
1904     /*
1905      * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1906      */
1907     switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1908     case WINED3DTSS_TCI_PASSTHRU:
1909         /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1910         glDisable(GL_TEXTURE_GEN_S);
1911         glDisable(GL_TEXTURE_GEN_T);
1912         glDisable(GL_TEXTURE_GEN_R);
1913         glDisable(GL_TEXTURE_GEN_Q);
1914         checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1915         break;
1916
1917     case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1918         /* CameraSpacePosition means use the vertex position, transformed to camera space,
1919          * as the input texture coordinates for this stage's texture transformation. This
1920          * equates roughly to EYE_LINEAR
1921          */
1922         {
1923             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1924             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1925             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1926             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1927             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1928
1929             glMatrixMode(GL_MODELVIEW);
1930             glPushMatrix();
1931             glLoadIdentity();
1932             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1933             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1934             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1935             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1936             glPopMatrix();
1937
1938             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1939             glEnable(GL_TEXTURE_GEN_S);
1940             checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1941             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1942             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1943             glEnable(GL_TEXTURE_GEN_T);
1944             checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1945             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1946             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1947             glEnable(GL_TEXTURE_GEN_R);
1948             checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1949             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1950             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1951         }
1952         break;
1953
1954     case WINED3DTSS_TCI_CAMERASPACENORMAL:
1955         {
1956             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1957                 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1958                 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1959                 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1960                 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1961                 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1962
1963                 glMatrixMode(GL_MODELVIEW);
1964                 glPushMatrix();
1965                 glLoadIdentity();
1966                 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1967                 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1968                 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1969                 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1970                 glPopMatrix();
1971
1972                 glEnable(GL_TEXTURE_GEN_S);
1973                 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1974                 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1975                 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1976                 glEnable(GL_TEXTURE_GEN_T);
1977                 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1978                 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1979                 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1980                 glEnable(GL_TEXTURE_GEN_R);
1981                 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1982                 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1983                 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1984             }
1985         }
1986         break;
1987
1988     case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
1989         {
1990             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1991             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1992             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1993             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1994             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1995             TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
1996
1997             glMatrixMode(GL_MODELVIEW);
1998             glPushMatrix();
1999             glLoadIdentity();
2000             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2001             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2002             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2003             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2004             glPopMatrix();
2005
2006             glEnable(GL_TEXTURE_GEN_S);
2007             checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2008             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2009             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2010             glEnable(GL_TEXTURE_GEN_T);
2011             checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2012             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2013             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2014             glEnable(GL_TEXTURE_GEN_R);
2015             checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2016             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2017             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2018             }
2019         }
2020         break;
2021
2022     /* Unhandled types: */
2023     default:
2024         /* Todo: */
2025         /* ? disable GL_TEXTURE_GEN_n ? */
2026         glDisable(GL_TEXTURE_GEN_S);
2027         glDisable(GL_TEXTURE_GEN_T);
2028         glDisable(GL_TEXTURE_GEN_R);
2029         glDisable(GL_TEXTURE_GEN_Q);
2030         FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2031         break;
2032     }
2033
2034     /* Update the texture matrix */
2035     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2036         transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2037     }
2038
2039     if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2040         /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2041          * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2042          * and do all the things linked to it
2043          * TODO: Tidy that up to reload only the arrays of the changed unit
2044          */
2045         GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2046
2047         unloadTexCoords(stateblock);
2048         loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2049     }
2050 }
2051
2052 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2053     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2054     union {
2055         DWORD d;
2056         float f;
2057     } tmpvalue;
2058
2059     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2060     if(tmpvalue.f != 0.0) {
2061         FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2062     }
2063 }
2064
2065 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2066     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2067     union {
2068         DWORD d;
2069         float f;
2070     } tmpvalue;
2071
2072     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2073     if(tmpvalue.f != 0.0) {
2074         FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2075     }
2076 }
2077
2078 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2079     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2080
2081     if(stage >= GL_LIMITS(texture_stages)) {
2082         return;
2083     }
2084
2085     if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2086         FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2087     }
2088 }
2089
2090 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2091     DWORD sampler = state - STATE_SAMPLER(0);
2092     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2093     union {
2094         float f;
2095         DWORD d;
2096     } tmpvalue;
2097
2098     TRACE("Sampler: %d\n", sampler);
2099     /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2100      * only has to bind textures and set the per texture states
2101      */
2102
2103     if (mapped_stage == -1) {
2104         TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2105         return;
2106     }
2107
2108     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2109         if (mapped_stage >= GL_LIMITS(samplers)) {
2110             return;
2111         }
2112         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2113         checkGLcall("glActiveTextureARB");
2114     } else if (sampler > 0) {
2115         /* We can't do anything here */
2116         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2117         return;
2118     }
2119
2120     if(stateblock->textures[sampler]) {
2121         BOOL texIsPow2 = FALSE;
2122
2123         /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2124          * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2125          * scaling is reapplied or removed, the texture matrix has to be reapplied
2126          */
2127         if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2128             if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2129                 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2130                    ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2131                     texIsPow2 = TRUE;
2132                 }
2133             } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2134                 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2135                     texIsPow2 = TRUE;
2136                 }
2137             }
2138
2139             if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2140                 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2141                 context->lastWasPow2Texture[sampler] = texIsPow2;
2142             }
2143         }
2144
2145         IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2146         IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2147
2148         if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2149             tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2150             glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2151                       GL_TEXTURE_LOD_BIAS_EXT,
2152                       tmpvalue.f);
2153             checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2154         }
2155
2156         if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2157             ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2158             /* Using a pixel shader? Verify the sampler types */
2159
2160             /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2161              * dimensions because the shader knows from which texture type to sample from. For the sake of
2162              * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2163              * dimensions. This should make wrong sampling sources visible :-)
2164              */
2165             glEnable(stateblock->textureDimensions[sampler]);
2166             checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2167         } else if(sampler < stateblock->lowest_disabled_stage) {
2168             if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2169                 activate_dimensions(sampler, stateblock, context);
2170             }
2171
2172             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2173                 /* If color keying is enabled update the alpha test, it depends on the existence
2174                  * of a color key in stage 0
2175                  */
2176                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2177             }
2178         }
2179     } else if(sampler < GL_LIMITS(texture_stages)) {
2180         if(sampler < stateblock->lowest_disabled_stage) {
2181             /* TODO: What should I do with pixel shaders here ??? */
2182             if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2183                 activate_dimensions(sampler, stateblock, context);
2184             }
2185         } /* Otherwise tex_colorop disables the stage */
2186         glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2187         checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2188     }
2189 }
2190
2191 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2192     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2193
2194     /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2195      * has an update pending
2196      */
2197     if(isStateDirty(context, STATE_VDECL) ||
2198        isStateDirty(context, STATE_PIXELSHADER)) {
2199        return;
2200     }
2201     
2202     device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2203 }
2204
2205 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2206     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2207     BOOL use_pshader = use_ps(device);
2208     BOOL use_vshader = use_vs(device);
2209     BOOL update_fog = FALSE;
2210     int i;
2211
2212     if (use_pshader) {
2213         if(!context->last_was_pshader) {
2214             /* Former draw without a pixel shader, some samplers
2215              * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2216              * make sure to enable them
2217              */
2218             for(i=0; i < MAX_SAMPLERS; i++) {
2219                 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2220                     sampler(STATE_SAMPLER(i), stateblock, context);
2221                 }
2222             }
2223             update_fog = TRUE;
2224         } else {
2225            /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2226             * if a different texture was bound. I don't have to do anything.
2227             */
2228         }
2229
2230         /* Compile and bind the shader */
2231         IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2232     } else {
2233         /* Disabled the pixel shader - color ops weren't applied
2234          * while it was enabled, so re-apply them.
2235          */
2236         for(i=0; i < MAX_TEXTURES; i++) {
2237             if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2238                 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2239             }
2240         }
2241         if(context->last_was_pshader)
2242             update_fog = TRUE;
2243     }
2244
2245     if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2246         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2247
2248         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2249             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2250         }
2251     }
2252
2253     if(update_fog)
2254         state_fog(state, stateblock, context);
2255
2256     context->last_was_pshader = use_pshader;
2257 }
2258
2259 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2260     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2261
2262     if(stateblock->pixelShader && stage != 0 &&
2263        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2264         /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2265          * anyway
2266          */
2267         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2268            !isStateDirty(context, STATE_PIXELSHADER)) {
2269             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2270         }
2271     }
2272
2273     if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2274         if(stage >= GL_LIMITS(texture_stages)) {
2275             WARN("Bump env matrix of unsupported stage set\n");
2276         } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2277             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2278             checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2279         }
2280         GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2281                    (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2282         checkGLcall("glTexBumpParameterfvATI");
2283     }
2284     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2285         /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2286          * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2287          * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2288          * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2289          * for stage + 1. Keep the nvrc tex unit mapping in mind too
2290          */
2291         DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2292
2293         if(mapped_stage < GL_LIMITS(textures)) {
2294             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2295             checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2296
2297             glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2298                       (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2299             checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)\n");
2300         }
2301     }
2302 }
2303
2304 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2305     /* This function is called by transform_view below if the view matrix was changed too
2306      *
2307      * Deliberately no check if the vertex declaration is dirty because the vdecl state
2308      * does not always update the world matrix, only on a switch between transformed
2309      * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2310      * draw, but that should be rather rare and cheaper in total.
2311      */
2312     glMatrixMode(GL_MODELVIEW);
2313     checkGLcall("glMatrixMode");
2314
2315     if(context->last_was_rhw) {
2316         glLoadIdentity();
2317         checkGLcall("glLoadIdentity()");
2318     } else {
2319         /* In the general case, the view matrix is the identity matrix */
2320         if (stateblock->wineD3DDevice->view_ident) {
2321             glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2322             checkGLcall("glLoadMatrixf");
2323         } else {
2324             glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2325             checkGLcall("glLoadMatrixf");
2326             glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2327             checkGLcall("glMultMatrixf");
2328         }
2329     }
2330 }
2331
2332 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2333     UINT index = state - STATE_CLIPPLANE(0);
2334
2335     if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2336         return;
2337     }
2338
2339     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2340     glMatrixMode(GL_MODELVIEW);
2341     glPushMatrix();
2342     glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2343
2344     TRACE("Clipplane [%f,%f,%f,%f]\n",
2345           stateblock->clipplane[index][0],
2346           stateblock->clipplane[index][1],
2347           stateblock->clipplane[index][2],
2348           stateblock->clipplane[index][3]);
2349     glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2350     checkGLcall("glClipPlane");
2351
2352     glPopMatrix();
2353 }
2354
2355 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2356     UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2357     GLenum glMat;
2358     TRACE("Setting world matrix %d\n", matrix);
2359
2360     if(matrix >= GL_LIMITS(blends)) {
2361         WARN("Unsupported blend matrix set\n");
2362         return;
2363     } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2364         return;
2365     }
2366
2367     /* GL_MODELVIEW0_ARB:  0x1700
2368      * GL_MODELVIEW1_ARB:  0x0x850a
2369      * GL_MODELVIEW2_ARB:  0x8722
2370      * GL_MODELVIEW3_ARB:  0x8723
2371      * etc
2372      * GL_MODELVIEW31_ARB: 0x873F
2373      */
2374     if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2375     else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2376
2377     glMatrixMode(glMat);
2378     checkGLcall("glMatrixMode(glMat)");
2379
2380     /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2381      * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2382      */
2383     if(stateblock->wineD3DDevice->view_ident) {
2384         glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2385         checkGLcall("glLoadMatrixf")
2386     } else {
2387         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2388         checkGLcall("glLoadMatrixf")
2389         glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2390         checkGLcall("glMultMatrixf")
2391     }
2392 }
2393
2394 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2395     WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2396
2397     switch(val) {
2398         case WINED3DVBF_1WEIGHTS:
2399         case WINED3DVBF_2WEIGHTS:
2400         case WINED3DVBF_3WEIGHTS:
2401             if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2402                 glEnable(GL_VERTEX_BLEND_ARB);
2403                 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2404
2405                 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2406                  * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2407                  */
2408                 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2409
2410                 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2411                     int i;
2412                     for(i = 1; i < GL_LIMITS(blends); i++) {
2413                         if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2414                             transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2415                         }
2416                     }
2417                     stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2418                 }
2419             } else {
2420                 /* TODO: Implement vertex blending in drawStridedSlow */
2421                 FIXME("Vertex blending enabled, but not supported by hardware\n");
2422             }
2423             break;
2424
2425         case WINED3DVBF_DISABLE:
2426         case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2427             if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2428                 glDisable(GL_VERTEX_BLEND_ARB);
2429                 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2430             } else {
2431                 TRACE("Vertex blending disabled\n");
2432             }
2433             break;
2434
2435         case WINED3DVBF_TWEENING:
2436             /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2437              * vertex weights in the vertices?
2438              * For now we don't report that as supported, so a warn should suffice
2439              */
2440             WARN("Tweening not supported yet\n");
2441             break;
2442     }
2443 }
2444
2445 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2446     unsigned int k;
2447
2448     /* If we are changing the View matrix, reset the light and clipping planes to the new view
2449      * NOTE: We have to reset the positions even if the light/plane is not currently
2450      *       enabled, since the call to enable it will not reset the position.
2451      * NOTE2: Apparently texture transforms do NOT need reapplying
2452      */
2453
2454     PLIGHTINFOEL *light = NULL;
2455
2456     glMatrixMode(GL_MODELVIEW);
2457     checkGLcall("glMatrixMode(GL_MODELVIEW)");
2458     glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2459     checkGLcall("glLoadMatrixf(...)");
2460
2461     /* Reset lights. TODO: Call light apply func */
2462     for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2463         light = stateblock->activeLights[k];
2464         if(!light) continue;
2465         glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2466         checkGLcall("glLightfv posn");
2467         glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2468         checkGLcall("glLightfv dirn");
2469     }
2470
2471     /* Reset Clipping Planes  */
2472     for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2473         if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2474             clipplane(STATE_CLIPPLANE(k), stateblock, context);
2475         }
2476     }
2477
2478     if(context->last_was_rhw) {
2479         glLoadIdentity();
2480         checkGLcall("glLoadIdentity()");
2481         /* No need to update the world matrix, the identity is fine */
2482         return;
2483     }
2484
2485     /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2486      * No need to do it here if the state is scheduled for update.
2487      */
2488     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2489         transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2490     }
2491
2492     /* Avoid looping over a number of matrices if the app never used the functionality */
2493     if(stateblock->wineD3DDevice->vertexBlendUsed) {
2494         for(k = 1; k < GL_LIMITS(blends); k++) {
2495             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2496                 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2497             }
2498         }
2499     }
2500 }
2501
2502 static const GLfloat invymat[16] = {
2503     1.0f, 0.0f, 0.0f, 0.0f,
2504     0.0f, -1.0f, 0.0f, 0.0f,
2505     0.0f, 0.0f, 1.0f, 0.0f,
2506     0.0f, 0.0f, 0.0f, 1.0f};
2507
2508 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2509     glMatrixMode(GL_PROJECTION);
2510     checkGLcall("glMatrixMode(GL_PROJECTION)");
2511     glLoadIdentity();
2512     checkGLcall("glLoadIdentity");
2513
2514     if(context->last_was_rhw) {
2515         double X, Y, height, width, minZ, maxZ;
2516
2517         X      = stateblock->viewport.X;
2518         Y      = stateblock->viewport.Y;
2519         height = stateblock->viewport.Height;
2520         width  = stateblock->viewport.Width;
2521         minZ   = stateblock->viewport.MinZ;
2522         maxZ   = stateblock->viewport.MaxZ;
2523
2524         if(!stateblock->wineD3DDevice->untransformed) {
2525             /* Transformed vertices are supposed to bypass the whole transform pipeline including
2526              * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2527              * suppress depth clipping. This can be done because it is an orthogonal projection and
2528              * the Z coordinate does not affect the size of the primitives
2529              */
2530             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2531             if(stateblock->wineD3DDevice->render_offscreen) {
2532                 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2533             } else {
2534                 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2535             }
2536         } else {
2537             /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2538              * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2539              * unmodified to opengl.
2540              *
2541              * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2542              * replacement shader.
2543              */
2544             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2545             if(stateblock->wineD3DDevice->render_offscreen) {
2546                 glOrtho(X, X + width, -Y, -Y - height, 1.0, -1.0);
2547             } else {
2548                 glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
2549             }
2550         }
2551         checkGLcall("glOrtho");
2552
2553         /* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */
2554         glTranslatef(0.375, 0.375, 0);
2555         checkGLcall("glTranslatef(0.375, 0.375, 0)");
2556         /* D3D texture coordinates are flipped compared to OpenGL ones, so
2557          * render everything upside down when rendering offscreen. */
2558         if (stateblock->wineD3DDevice->render_offscreen) {
2559             glMultMatrixf(invymat);
2560             checkGLcall("glMultMatrixf(invymat)");
2561         }
2562     } else {
2563         /* The rule is that the window coordinate 0 does not correspond to the
2564             beginning of the first pixel, but the center of the first pixel.
2565             As a consequence if you want to correctly draw one line exactly from
2566             the left to the right end of the viewport (with all matrices set to
2567             be identity), the x coords of both ends of the line would be not
2568             -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2569             instead.                                                               */
2570         glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
2571         checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
2572
2573         /* D3D texture coordinates are flipped compared to OpenGL ones, so
2574             * render everything upside down when rendering offscreen. */
2575         if (stateblock->wineD3DDevice->render_offscreen) {
2576             glMultMatrixf(invymat);
2577             checkGLcall("glMultMatrixf(invymat)");
2578         }
2579         glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2580         checkGLcall("glLoadMatrixf");
2581     }
2582 }
2583
2584 /* This should match any arrays loaded in loadVertexData.
2585  * stateblock impl is required for GL_SUPPORT
2586  * TODO: Only load / unload arrays if we have to.
2587  */
2588 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2589     glDisableClientState(GL_VERTEX_ARRAY);
2590     glDisableClientState(GL_NORMAL_ARRAY);
2591     glDisableClientState(GL_COLOR_ARRAY);
2592     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2593         glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2594     }
2595     if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2596         glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2597     } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2598         glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2599     }
2600     unloadTexCoords(stateblock);
2601 }
2602
2603 /* This should match any arrays loaded in loadNumberedArrays
2604  * TODO: Only load / unload arrays if we have to.
2605  */
2606 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2607     /* disable any attribs (this is the same for both GLSL and ARB modes) */
2608     GLint maxAttribs;
2609     int i;
2610
2611     /* Leave all the attribs disabled */
2612     glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2613     /* MESA does not support it right not */
2614     if (glGetError() != GL_NO_ERROR)
2615         maxAttribs = 16;
2616     for (i = 0; i < maxAttribs; ++i) {
2617         GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2618         checkGLcall("glDisableVertexAttribArrayARB(reg);");
2619     }
2620 }
2621
2622 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2623     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2624     int i;
2625     UINT *offset = stateblock->streamOffset;
2626
2627     /* Default to no instancing */
2628     stateblock->wineD3DDevice->instancedDraw = FALSE;
2629
2630     for (i = 0; i < MAX_ATTRIBS; i++) {
2631
2632         if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2633             continue;
2634
2635         /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2636         if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2637             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2638             stateblock->wineD3DDevice->instancedDraw = TRUE;
2639             continue;
2640         }
2641
2642         TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2643
2644         if(strided->u.input[i].dwStride) {
2645             if(curVBO != strided->u.input[i].VBO) {
2646                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2647                 checkGLcall("glBindBufferARB");
2648                 curVBO = strided->u.input[i].VBO;
2649             }
2650             GL_EXTCALL(glVertexAttribPointerARB(i,
2651                             WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2652                             WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2653                             WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2654                             strided->u.input[i].dwStride,
2655                             strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2656             GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2657         } else {
2658             /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2659              * set up the attribute statically. But we have to figure out the system memory address.
2660              */
2661             BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2662             if(strided->u.input[i].VBO) {
2663                 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2664                 ptr += (long) vb->resource.allocatedMemory;
2665             }
2666             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2667
2668             switch(strided->u.input[i].dwType) {
2669                 case WINED3DDECLTYPE_FLOAT1:
2670                     GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2671                     break;
2672                 case WINED3DDECLTYPE_FLOAT2:
2673                     GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2674                     break;
2675                 case WINED3DDECLTYPE_FLOAT3:
2676                     GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2677                     break;
2678                 case WINED3DDECLTYPE_FLOAT4:
2679                     GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2680                     break;
2681
2682                 case WINED3DDECLTYPE_UBYTE4:
2683                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2684                     break;
2685                 case WINED3DDECLTYPE_UBYTE4N:
2686                 case WINED3DDECLTYPE_D3DCOLOR:
2687                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2688                     break;
2689
2690                 case WINED3DDECLTYPE_SHORT2:
2691                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2692                     break;
2693                 case WINED3DDECLTYPE_SHORT4:
2694                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2695                     break;
2696
2697                 case WINED3DDECLTYPE_SHORT2N:
2698                 {
2699                     GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2700                     GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2701                     break;
2702                 }
2703                 case WINED3DDECLTYPE_USHORT2N:
2704                 {
2705                     GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2706                     GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2707                     break;
2708                 }
2709                 case WINED3DDECLTYPE_SHORT4N:
2710                     GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2711                     break;
2712                 case WINED3DDECLTYPE_USHORT4N:
2713                     GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2714                     break;
2715
2716                 case WINED3DDECLTYPE_UDEC3:
2717                     FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2718                     /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2719                     break;
2720                 case WINED3DDECLTYPE_DEC3N:
2721                     FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2722                     /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2723                     break;
2724
2725                 case WINED3DDECLTYPE_FLOAT16_2:
2726                     /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2727                      * byte float according to the IEEE standard
2728                      */
2729                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2730                     break;
2731                 case WINED3DDECLTYPE_FLOAT16_4:
2732                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2733                     break;
2734
2735                 case WINED3DDECLTYPE_UNUSED:
2736                 default:
2737                     ERR("Unexpected declaration in stride 0 attributes\n");
2738                     break;
2739
2740             }
2741         }
2742     }
2743 }
2744
2745 /* Used from 2 different functions, and too big to justify making it inlined */
2746 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2747     UINT *offset = stateblock->streamOffset;
2748     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2749
2750     TRACE("Using fast vertex array code\n");
2751
2752     /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2753     stateblock->wineD3DDevice->instancedDraw = FALSE;
2754
2755     /* Blend Data ---------------------------------------------- */
2756     if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2757         (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2758
2759         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2760             TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2761                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2762
2763             glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2764             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2765
2766             GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2767
2768             VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2769                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2770                 sd->u.s.blendWeights.dwStride,
2771                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2772
2773             if(curVBO != sd->u.s.blendWeights.VBO) {
2774                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2775                 checkGLcall("glBindBufferARB");
2776                 curVBO = sd->u.s.blendWeights.VBO;
2777             }
2778
2779             GL_EXTCALL(glWeightPointerARB)(
2780                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2781                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2782                 sd->u.s.blendWeights.dwStride,
2783                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2784
2785             checkGLcall("glWeightPointerARB");
2786
2787             if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2788                 static BOOL showfixme = TRUE;
2789                 if(showfixme){
2790                     FIXME("blendMatrixIndices support\n");
2791                     showfixme = FALSE;
2792                 }
2793             }
2794         } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2795             /* FIXME("TODO\n");*/
2796 #if 0
2797
2798             GL_EXTCALL(glVertexWeightPointerEXT)(
2799                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2800                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2801                 sd->u.s.blendWeights.dwStride,
2802                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2803             checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2804             glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2805             checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2806 #endif
2807
2808         } else {
2809             /* TODO: support blends in drawStridedSlow
2810              * No need to write a FIXME here, this is done after the general vertex decl decoding
2811              */
2812             WARN("unsupported blending in openGl\n");
2813         }
2814     } else {
2815         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2816             static const GLbyte one = 1;
2817             GL_EXTCALL(glWeightbvARB(1, &one));
2818             checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
2819         }
2820     }
2821
2822 #if 0 /* FOG  ----------------------------------------------*/
2823     if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2824         /* TODO: fog*/
2825     if (GL_SUPPORT(EXT_FOG_COORD) {
2826              glEnableClientState(GL_FOG_COORDINATE_EXT);
2827             (GL_EXTCALL)(FogCoordPointerEXT)(
2828                 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2829                 sd->u.s.fog.dwStride,
2830                 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2831         } else {
2832             /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2833             /* FIXME: fixme once */
2834             TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
2835         }
2836     } else {
2837         if (GL_SUPPRT(EXT_FOR_COORD) {
2838              /* make sure fog is disabled */
2839              glDisableClientState(GL_FOG_COORDINATE_EXT);
2840         }
2841     }
2842 #endif
2843
2844 #if 0 /* tangents  ----------------------------------------------*/
2845     if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
2846         sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2847         /* TODO: tangents*/
2848         if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2849             if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
2850                 glEnable(GL_TANGENT_ARRAY_EXT);
2851                 (GL_EXTCALL)(TangentPointerEXT)(
2852                     WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
2853                     sd->u.s.tangent.dwStride,
2854                     sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
2855             } else {
2856                     glDisable(GL_TANGENT_ARRAY_EXT);
2857             }
2858             if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2859                     glEnable(GL_BINORMAL_ARRAY_EXT);
2860                     (GL_EXTCALL)(BinormalPointerEXT)(
2861                         WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
2862                         sd->u.s.binormal.dwStride,
2863                         sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
2864             } else{
2865                     glDisable(GL_BINORMAL_ARRAY_EXT);
2866             }
2867
2868         } else {
2869             /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
2870             /* FIXME: fixme once */
2871             TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
2872         }
2873     } else {
2874         if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2875              /* make sure fog is disabled */
2876              glDisable(GL_TANGENT_ARRAY_EXT);
2877              glDisable(GL_BINORMAL_ARRAY_EXT);
2878         }
2879     }
2880 #endif
2881
2882     /* Point Size ----------------------------------------------*/
2883     if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
2884
2885         /* no such functionality in the fixed function GL pipeline */
2886         TRACE("Cannot change ptSize here in openGl\n");
2887         /* TODO: Implement this function in using shaders if they are available */
2888
2889     }
2890
2891     /* Vertex Pointers -----------------------------------------*/
2892     if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
2893         /* Note dwType == float3 or float4 == 2 or 3 */
2894         VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
2895                 sd->u.s.position.dwStride,
2896                 sd->u.s.position.dwType + 1,
2897                 sd->u.s.position.lpData));
2898
2899         if(curVBO != sd->u.s.position.VBO) {
2900             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
2901             checkGLcall("glBindBufferARB");
2902             curVBO = sd->u.s.position.VBO;
2903         }
2904
2905         /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
2906            handling for rhw mode should not impact screen position whereas in GL it does.
2907            This may  result in very slightly distored textures in rhw mode, but
2908            a very minimal different. There's always the other option of
2909            fixing the view matrix to prevent w from having any effect
2910
2911            This only applies to user pointer sources, in VBOs the vertices are fixed up
2912          */
2913         if(sd->u.s.position.VBO == 0) {
2914             glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
2915                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2916                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2917         } else {
2918             glVertexPointer(
2919                 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
2920                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2921                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2922         }
2923         checkGLcall("glVertexPointer(...)");
2924         glEnableClientState(GL_VERTEX_ARRAY);
2925         checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
2926     }
2927
2928     /* Normals -------------------------------------------------*/
2929     if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
2930         /* Note dwType == float3 or float4 == 2 or 3 */
2931         VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
2932                 sd->u.s.normal.dwStride,
2933                 sd->u.s.normal.lpData));
2934         if(curVBO != sd->u.s.normal.VBO) {
2935             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
2936             checkGLcall("glBindBufferARB");
2937             curVBO = sd->u.s.normal.VBO;
2938         }
2939         glNormalPointer(
2940             WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
2941             sd->u.s.normal.dwStride,
2942             sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
2943         checkGLcall("glNormalPointer(...)");
2944         glEnableClientState(GL_NORMAL_ARRAY);
2945         checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
2946
2947     } else {
2948         glNormal3f(0, 0, 1);
2949         checkGLcall("glNormal3f(0, 0, 1)");
2950     }
2951
2952     /* Diffuse Colour --------------------------------------------*/
2953     /*  WARNING: Data here MUST be in RGBA format, so cannot      */
2954     /*     go directly into fast mode from app pgm, because       */
2955     /*     directx requires data in BGRA format.                  */
2956     /* currently fixupVertices swizels the format, but this isn't */
2957     /* very practical when using VBOS                             */
2958     /* NOTE: Unless we write a vertex shader to swizel the colour */
2959     /* , or the user doesn't care and wants the speed advantage   */
2960
2961     if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
2962         /* Note dwType == float3 or float4 == 2 or 3 */
2963         VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2964                 sd->u.s.diffuse.dwStride,
2965                 sd->u.s.diffuse.lpData));
2966
2967         if(curVBO != sd->u.s.diffuse.VBO) {
2968             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
2969             checkGLcall("glBindBufferARB");
2970             curVBO = sd->u.s.diffuse.VBO;
2971         }
2972         glColorPointer(4, GL_UNSIGNED_BYTE,
2973                        sd->u.s.diffuse.dwStride,
2974                        sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
2975         checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
2976         glEnableClientState(GL_COLOR_ARRAY);
2977         checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
2978
2979     } else {
2980         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
2981         checkGLcall("glColor4f(1, 1, 1, 1)");
2982     }
2983
2984     /* Specular Colour ------------------------------------------*/
2985     if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
2986         TRACE("setting specular colour\n");
2987         /* Note dwType == float3 or float4 == 2 or 3 */
2988         VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2989                 sd->u.s.specular.dwStride,
2990                 sd->u.s.specular.lpData));
2991         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2992             if(curVBO != sd->u.s.specular.VBO) {
2993                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
2994                 checkGLcall("glBindBufferARB");
2995                 curVBO = sd->u.s.specular.VBO;
2996             }
2997             GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
2998                                                    sd->u.s.specular.dwStride,
2999                                                    sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3000             vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3001             glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3002             vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3003         } else {
3004
3005         /* Missing specular color is not critical, no warnings */
3006         VTRACE(("Specular colour is not supported in this GL implementation\n"));
3007         }
3008
3009     } else {
3010         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3011             GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3012             checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3013         } else {
3014
3015             /* Missing specular color is not critical, no warnings */
3016             VTRACE(("Specular colour is not supported in this GL implementation\n"));
3017         }
3018     }
3019
3020     /* Texture coords -------------------------------------------*/
3021     loadTexCoords(stateblock, sd, &curVBO);
3022 }
3023
3024 static inline void drawPrimitiveTraceDataLocations(
3025     WineDirect3DVertexStridedData *dataLocations) {
3026
3027     /* Dump out what parts we have supplied */
3028     TRACE("Strided Data:\n");
3029     TRACE_STRIDED((dataLocations), position);
3030     TRACE_STRIDED((dataLocations), blendWeights);
3031     TRACE_STRIDED((dataLocations), blendMatrixIndices);
3032     TRACE_STRIDED((dataLocations), normal);
3033     TRACE_STRIDED((dataLocations), pSize);
3034     TRACE_STRIDED((dataLocations), diffuse);
3035     TRACE_STRIDED((dataLocations), specular);
3036     TRACE_STRIDED((dataLocations), texCoords[0]);
3037     TRACE_STRIDED((dataLocations), texCoords[1]);
3038     TRACE_STRIDED((dataLocations), texCoords[2]);
3039     TRACE_STRIDED((dataLocations), texCoords[3]);
3040     TRACE_STRIDED((dataLocations), texCoords[4]);
3041     TRACE_STRIDED((dataLocations), texCoords[5]);
3042     TRACE_STRIDED((dataLocations), texCoords[6]);
3043     TRACE_STRIDED((dataLocations), texCoords[7]);
3044     TRACE_STRIDED((dataLocations), position2);
3045     TRACE_STRIDED((dataLocations), normal2);
3046     TRACE_STRIDED((dataLocations), tangent);
3047     TRACE_STRIDED((dataLocations), binormal);
3048     TRACE_STRIDED((dataLocations), tessFactor);
3049     TRACE_STRIDED((dataLocations), fog);
3050     TRACE_STRIDED((dataLocations), depth);
3051     TRACE_STRIDED((dataLocations), sample);
3052
3053     return;
3054 }
3055
3056 /* Helper for vertexdeclaration() */
3057 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3058     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3059     BOOL fixup = FALSE;
3060     WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3061
3062     if(device->up_strided) {
3063         /* Note: this is a ddraw fixed-function code path */
3064         TRACE("================ Strided Input ===================\n");
3065         memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3066
3067         if(TRACE_ON(d3d)) {
3068             drawPrimitiveTraceDataLocations(dataLocations);
3069         }
3070     } else if (stateblock->vertexDecl) {
3071         /* Note: This is a fixed function or shader codepath.
3072          * This means it must handle both types of strided data.
3073          * Shaders must go through here to zero the strided data, even if they
3074          * don't set any declaration at all
3075          */
3076         TRACE("================ Vertex Declaration  ===================\n");
3077         memset(dataLocations, 0, sizeof(*dataLocations));
3078         primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3079                 useVertexShaderFunction, dataLocations, &fixup);
3080     } else {
3081         /* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
3082          * It is reachable through d3d8, but only for fixed-function.
3083          * It will not work properly for shaders.
3084          */
3085         TRACE("================ FVF ===================\n");
3086         memset(dataLocations, 0, sizeof(*dataLocations));
3087         primitiveConvertToStridedData((IWineD3DDevice *) device, dataLocations, &fixup);
3088         if(TRACE_ON(d3d)) {
3089             drawPrimitiveTraceDataLocations(dataLocations);
3090         }
3091      }
3092
3093     if (dataLocations->u.s.position_transformed) {
3094         useVertexShaderFunction = FALSE;
3095     }
3096
3097     /* Unload the old arrays before loading the new ones to get old junk out */
3098     if(context->numberedArraysLoaded) {
3099         unloadNumberedArrays(stateblock);
3100         context->numberedArraysLoaded = FALSE;
3101     }
3102     if(context->namedArraysLoaded) {
3103         unloadVertexData(stateblock);
3104         context->namedArraysLoaded = FALSE;
3105     }
3106
3107     if(useVertexShaderFunction) {
3108         TRACE("Loading numbered arrays\n");
3109         loadNumberedArrays(stateblock, dataLocations);
3110         device->useDrawStridedSlow = FALSE;
3111         context->numberedArraysLoaded = TRUE;
3112     } else if (fixup ||
3113                (dataLocations->u.s.pSize.lpData == NULL &&
3114                 dataLocations->u.s.diffuse.lpData == NULL &&
3115                 dataLocations->u.s.specular.lpData == NULL)) {
3116         /* Load the vertex data using named arrays */
3117         TRACE("Loading vertex data\n");
3118         loadVertexData(stateblock, dataLocations);
3119         device->useDrawStridedSlow = FALSE;
3120         context->namedArraysLoaded = TRUE;
3121     } else {
3122         TRACE("Not loading vertex data\n");
3123         device->useDrawStridedSlow = TRUE;
3124     }
3125
3126 /* Generate some fixme's if unsupported functionality is being used */
3127 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3128     /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3129     if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3130         FIXME("Tweening is only valid with vertex shaders\n");
3131     }
3132     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3133         FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3134     }
3135     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3136         FIXME("Extended attributes are only valid with vertex shaders\n");
3137     }
3138 #undef BUFFER_OR_DATA
3139 }
3140
3141 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3142     BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3143     BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3144             && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3145     BOOL transformed;
3146     /* Some stuff is in the device until we have per context tracking */
3147     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3148     BOOL wasrhw = context->last_was_rhw;
3149
3150     /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3151      * here simply check whether a shader was set, or the user disabled shaders
3152      */
3153     if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3154        ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3155         useVertexShaderFunction = TRUE;
3156
3157         if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3158             updateFog = TRUE;
3159         }
3160     } else if(context->last_was_foggy_shader) {
3161         updateFog = TRUE;
3162     }
3163
3164     handleStreams(stateblock, useVertexShaderFunction, context);
3165
3166     transformed = device->strided_streams.u.s.position_transformed;
3167     if (transformed) useVertexShaderFunction = FALSE;
3168
3169     if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3170         updateFog = TRUE;
3171     }
3172
3173     /* Reapply lighting if it is not scheduled for reapplication already */
3174     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3175         state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3176     }
3177
3178     if (transformed) {
3179         context->last_was_rhw = TRUE;
3180     } else {
3181
3182         /* Untransformed, so relies on the view and projection matrices */
3183         context->last_was_rhw = FALSE;
3184         /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3185         device->untransformed = TRUE;
3186
3187         /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3188          * Not needed as long as only hw shaders are supported
3189          */
3190
3191         /* This sets the shader output position correction constants.
3192          * TODO: Move to the viewport state
3193          */
3194         if (useVertexShaderFunction) {
3195             device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3196         }
3197     }
3198
3199     /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3200      * off this function will be called again anyway to make sure they're properly set
3201      */
3202     if(!useVertexShaderFunction) {
3203         /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3204          * or transformed / untransformed was switched
3205          */
3206        if(wasrhw != context->last_was_rhw &&
3207           !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3208           !isStateDirty(context, STATE_VIEWPORT)) {
3209             transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3210         }
3211         /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3212          * mode.
3213          *
3214          * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3215          * this check will fail and the matrix not applied again. This is OK because a simple
3216          * world matrix change reapplies the matrix - These checks here are only to satisfy the
3217          * needs of the vertex declaration.
3218          *
3219          * World and view matrix go into the same gl matrix, so only apply them when neither is
3220          * dirty
3221          */
3222         if(transformed != wasrhw &&
3223            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3224            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3225             transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3226         }
3227
3228         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3229             state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3230         }
3231
3232         if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3233             state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3234         }
3235     } else {
3236         /* We compile the shader here because we need the vertex declaration
3237          * in order to determine if we need to do any swizzling for D3DCOLOR
3238          * registers. If the shader is already compiled this call will do nothing. */
3239         IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3240
3241         if(!context->last_was_vshader) {
3242             int i;
3243             static BOOL warned = FALSE;
3244             /* Disable all clip planes to get defined results on all drivers. See comment in the
3245              * state_clipping state handler
3246              */
3247             for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3248                 glDisable(GL_CLIP_PLANE0 + i);
3249                 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3250             }
3251
3252             if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3253                 FIXME("Clipping not supported with vertex shaders\n");
3254                 warned = TRUE;
3255             }
3256         }
3257     }
3258
3259     /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3260      * application
3261      */
3262     if (!isStateDirty(context, STATE_PIXELSHADER)) {
3263         device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3264
3265         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3266             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3267         }
3268     }
3269
3270     context->last_was_vshader = useVertexShaderFunction;
3271
3272     if(updateFog) {
3273         state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3274     }
3275 }
3276
3277 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3278     glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3279     checkGLcall("glDepthRange");
3280     /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3281      */
3282     if(stateblock->wineD3DDevice->render_offscreen) {
3283         glViewport(stateblock->viewport.X,
3284                    stateblock->viewport.Y,
3285                    stateblock->viewport.Width, stateblock->viewport.Height);
3286     } else {
3287         glViewport(stateblock->viewport.X,
3288                    (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3289                    stateblock->viewport.Width, stateblock->viewport.Height);
3290     }
3291
3292     checkGLcall("glViewport");
3293
3294     stateblock->wineD3DDevice->posFixup[2] = 0.9 / stateblock->viewport.Width;
3295     stateblock->wineD3DDevice->posFixup[3] = -0.9 / stateblock->viewport.Height;
3296     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3297         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3298     }
3299
3300 }
3301
3302 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3303     UINT Index = state - STATE_ACTIVELIGHT(0);
3304     PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3305
3306     if(!lightInfo) {
3307         glDisable(GL_LIGHT0 + Index);
3308         checkGLcall("glDisable(GL_LIGHT0 + Index)");
3309     } else {
3310         float quad_att;
3311         float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3312
3313         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3314         glMatrixMode(GL_MODELVIEW);
3315         glPushMatrix();
3316         glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3317
3318         /* Diffuse: */
3319         colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3320         colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3321         colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3322         colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3323         glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3324         checkGLcall("glLightfv");
3325
3326         /* Specular */
3327         colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3328         colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3329         colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3330         colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3331         glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3332         checkGLcall("glLightfv");
3333
3334         /* Ambient */
3335         colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3336         colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3337         colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3338         colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3339         glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3340         checkGLcall("glLightfv");
3341
3342         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3343             quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3344         } else {
3345             quad_att = 0; /*  0 or  MAX?  (0 seems to be ok) */
3346         }
3347
3348         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3349          * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3350          * Attenuation0 to NaN and crashes in the gl lib
3351          */
3352
3353         switch (lightInfo->OriginalParms.Type) {
3354             case WINED3DLIGHT_POINT:
3355                 /* Position */
3356                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3357                 checkGLcall("glLightfv");
3358                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3359                 checkGLcall("glLightf");
3360                 /* Attenuation - Are these right? guessing... */
3361                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
3362                 checkGLcall("glLightf");
3363                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
3364                 checkGLcall("glLightf");
3365                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3366                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3367                 checkGLcall("glLightf");
3368                 /* FIXME: Range */
3369                 break;
3370
3371             case WINED3DLIGHT_SPOT:
3372                 /* Position */
3373                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3374                 checkGLcall("glLightfv");
3375                 /* Direction */
3376                 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3377                 checkGLcall("glLightfv");
3378                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3379                 checkGLcall("glLightf");
3380                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3381                 checkGLcall("glLightf");
3382                 /* Attenuation - Are these right? guessing... */
3383                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
3384                 checkGLcall("glLightf");
3385                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
3386                 checkGLcall("glLightf");
3387                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3388                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3389                 checkGLcall("glLightf");
3390                 /* FIXME: Range */
3391                 break;
3392
3393             case WINED3DLIGHT_DIRECTIONAL:
3394                 /* Direction */
3395                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3396                 checkGLcall("glLightfv");
3397                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3398                 checkGLcall("glLightf");
3399                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3400                 checkGLcall("glLightf");
3401                 break;
3402
3403             default:
3404                 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3405         }
3406
3407         /* Restore the modelview matrix */
3408         glPopMatrix();
3409
3410         glEnable(GL_LIGHT0 + Index);
3411         checkGLcall("glEnable(GL_LIGHT0 + Index)");
3412     }
3413
3414     return;
3415 }
3416
3417 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3418     IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3419     RECT *pRect = &stateblock->scissorRect;
3420     RECT windowRect;
3421     UINT winHeight;
3422
3423     GetClientRect(swapchain->win_handle, &windowRect);
3424     /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3425      * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3426      */
3427     winHeight = windowRect.bottom - windowRect.top;
3428     TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3429           pRect->right - pRect->left, pRect->bottom - pRect->top);
3430     glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3431     checkGLcall("glScissor");
3432 }
3433
3434 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3435     if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3436         if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3437             GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3438         } else {
3439             IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3440             GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3441         }
3442     }
3443 }
3444
3445 const struct StateEntry StateTable[] =
3446 {
3447       /* State name                                         representative,                                     apply function */
3448     { /* 0,  Undefined                              */      0,                                                  state_undefined     },
3449     { /* 1,  WINED3DRS_TEXTUREHANDLE                */      0 /* Handled in ddraw */,                           state_undefined     },
3450     { /* 2,  WINED3DRS_ANTIALIAS                    */      STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     },
3451     { /* 3,  WINED3DRS_TEXTUREADDRESS               */      0 /* Handled in ddraw */,                           state_undefined     },
3452     { /* 4,  WINED3DRS_TEXTUREPERSPECTIVE           */      STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   },
3453     { /* 5,  WINED3DRS_WRAPU                        */      STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         },
3454     { /* 6,  WINED3DRS_WRAPV                        */      STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         },
3455     { /* 7,  WINED3DRS_ZENABLE                      */      STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       },
3456     { /* 8,  WINED3DRS_FILLMODE                     */      STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      },
3457     { /* 9,  WINED3DRS_SHADEMODE                    */      STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     },
3458     { /* 10, WINED3DRS_LINEPATTERN                  */      STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   },
3459     { /* 11, WINED3DRS_MONOENABLE                   */      STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    },
3460     { /* 12, WINED3DRS_ROP2                         */      STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          },
3461     { /* 13, WINED3DRS_PLANEMASK                    */      STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     },
3462     { /* 14, WINED3DRS_ZWRITEENABLE                 */      STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   },
3463     { /* 15, WINED3DRS_ALPHATESTENABLE              */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3464     { /* 16, WINED3DRS_LASTPIXEL                    */      STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     },
3465     { /* 17, WINED3DRS_TEXTUREMAG                   */      0 /* Handled in ddraw */,                           state_undefined     },
3466     { /* 18, WINED3DRS_TEXTUREMIN                   */      0 /* Handled in ddraw */,                           state_undefined     },
3467     { /* 19, WINED3DRS_SRCBLEND                     */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3468     { /* 20, WINED3DRS_DESTBLEND                    */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3469     { /* 21, WINED3DRS_TEXTUREMAPBLEND              */      0 /* Handled in ddraw */,                           state_undefined     },
3470     { /* 22, WINED3DRS_CULLMODE                     */      STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      },
3471     { /* 23, WINED3DRS_ZFUNC                        */      STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         },
3472     { /* 24, WINED3DRS_ALPHAREF                     */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3473     { /* 25, WINED3DRS_ALPHAFUNC                    */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3474     { /* 26, WINED3DRS_DITHERENABLE                 */      STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  },
3475     { /* 27, WINED3DRS_ALPHABLENDENABLE             */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3476     { /* 28, WINED3DRS_FOGENABLE                    */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3477     { /* 29, WINED3DRS_SPECULARENABLE               */      STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable},
3478     { /* 30, WINED3DRS_ZVISIBLE                     */      0 /* Not supported according to the msdn */,        state_nogl          },
3479     { /* 31, WINED3DRS_SUBPIXEL                     */      STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      },
3480     { /* 32, WINED3DRS_SUBPIXELX                    */      STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     },
3481     { /* 33, WINED3DRS_STIPPLEDALPHA                */      STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha },
3482     { /* 34, WINED3DRS_FOGCOLOR                     */      STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      },
3483     { /* 35, WINED3DRS_FOGTABLEMODE                 */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3484     { /* 36, WINED3DRS_FOGSTART                     */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3485     { /* 37, WINED3DRS_FOGEND                       */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3486     { /* 38, WINED3DRS_FOGDENSITY                   */      STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    },
3487     { /* 39, WINED3DRS_STIPPLEENABLE                */      STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable },
3488     { /* 40, WINED3DRS_EDGEANTIALIAS                */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3489     { /* 41, WINED3DRS_COLORKEYENABLE               */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3490     { /* 42, undefined                              */      0,                                                  state_undefined     },
3491     { /* 43, WINED3DRS_BORDERCOLOR                  */      STATE_RENDER(WINED3DRS_BORDERCOLOR),                state_bordercolor   },
3492     { /* 44, WINED3DRS_TEXTUREADDRESSU              */      0, /* Handled in ddraw */                           state_undefined     },
3493     { /* 45, WINED3DRS_TEXTUREADDRESSV              */      0, /* Handled in ddraw */                           state_undefined     },
3494     { /* 46, WINED3DRS_MIPMAPLODBIAS                */      STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias },
3495     { /* 47, WINED3DRS_ZBIAS                        */      STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         },
3496     { /* 48, WINED3DRS_RANGEFOGENABLE               */      0,                                                  state_nogl          },
3497     { /* 49, WINED3DRS_ANISOTROPY                   */      STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    },
3498     { /* 50, WINED3DRS_FLUSHBATCH                   */      STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    },
3499     { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT   */      STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3500     { /* 52, WINED3DRS_STENCILENABLE                */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3501     { /* 53, WINED3DRS_STENCILFAIL                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3502     { /* 54, WINED3DRS_STENCILZFAIL                 */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3503     { /* 55, WINED3DRS_STENCILPASS                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3504     { /* 56, WINED3DRS_STENCILFUNC                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3505     { /* 57, WINED3DRS_STENCILREF                   */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3506     { /* 58, WINED3DRS_STENCILMASK                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3507     { /* 59, WINED3DRS_STENCILWRITEMASK             */      STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  },
3508     { /* 60, WINED3DRS_TEXTUREFACTOR                */      STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     },
3509     { /* 61, Undefined                              */      0,                                                  state_undefined     },
3510     { /* 62, Undefined                              */      0,                                                  state_undefined     },
3511     { /* 63, Undefined                              */      0,                                                  state_undefined     },
3512     { /* 64, WINED3DRS_STIPPLEPATTERN00             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3513     { /* 65, WINED3DRS_STIPPLEPATTERN01             */      0 /* Obsolete, should he handled by ddraw */,       state_undefined     },
3514     { /* 66, WINED3DRS_STIPPLEPATTERN02             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3515     { /* 67, WINED3DRS_STIPPLEPATTERN03             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3516     { /* 68, WINED3DRS_STIPPLEPATTERN04             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3517     { /* 69, WINED3DRS_STIPPLEPATTERN05             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3518     { /* 70, WINED3DRS_STIPPLEPATTERN06             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3519     { /* 71, WINED3DRS_STIPPLEPATTERN07             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3520     { /* 72, WINED3DRS_STIPPLEPATTERN08             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3521     { /* 73, WINED3DRS_STIPPLEPATTERN09             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3522     { /* 74, WINED3DRS_STIPPLEPATTERN10             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3523     { /* 75, WINED3DRS_STIPPLEPATTERN11             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3524     { /* 76, WINED3DRS_STIPPLEPATTERN12             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3525     { /* 77, WINED3DRS_STIPPLEPATTERN13             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3526     { /* 78, WINED3DRS_STIPPLEPATTERN14             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3527     { /* 79, WINED3DRS_STIPPLEPATTERN15             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3528     { /* 80, WINED3DRS_STIPPLEPATTERN16             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3529     { /* 81, WINED3DRS_STIPPLEPATTERN17             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3530     { /* 82, WINED3DRS_STIPPLEPATTERN18             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3531     { /* 83, WINED3DRS_STIPPLEPATTERN19             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3532     { /* 84, WINED3DRS_STIPPLEPATTERN20             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3533     { /* 85, WINED3DRS_STIPPLEPATTERN21             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3534     { /* 86, WINED3DRS_STIPPLEPATTERN22             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3535     { /* 87, WINED3DRS_STIPPLEPATTERN23             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3536     { /* 88, WINED3DRS_STIPPLEPATTERN24             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3537     { /* 89, WINED3DRS_STIPPLEPATTERN25             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3538     { /* 90, WINED3DRS_STIPPLEPATTERN26             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3539     { /* 91, WINED3DRS_STIPPLEPATTERN27             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3540     { /* 92, WINED3DRS_STIPPLEPATTERN28             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3541     { /* 93, WINED3DRS_STIPPLEPATTERN29             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3542     { /* 94, WINED3DRS_STIPPLEPATTERN30             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3543     { /* 95, WINED3DRS_STIPPLEPATTERN31             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3544     { /* 96, Undefined                              */      0,                                                  state_undefined     },
3545     { /* 97, Undefined                              */      0,                                                  state_undefined     },
3546     { /* 98, Undefined                              */      0,                                                  state_undefined     },
3547     { /* 99, Undefined                              */      0,                                                  state_undefined     },
3548     { /*100, Undefined                              */      0,                                                  state_undefined     },
3549     { /*101, Undefined                              */      0,                                                  state_undefined     },
3550     { /*102, Undefined                              */      0,                                                  state_undefined     },
3551     { /*103, Undefined                              */      0,                                                  state_undefined     },
3552     { /*104, Undefined                              */      0,                                                  state_undefined     },
3553     { /*105, Undefined                              */      0,                                                  state_undefined     },
3554     { /*106, Undefined                              */      0,                                                  state_undefined     },
3555     { /*107, Undefined                              */      0,                                                  state_undefined     },
3556     { /*108, Undefined                              */      0,                                                  state_undefined     },
3557     { /*109, Undefined                              */      0,                                                  state_undefined     },
3558     { /*110, Undefined                              */      0,                                                  state_undefined     },
3559     { /*111, Undefined                              */      0,                                                  state_undefined     },
3560     { /*112, Undefined                              */      0,                                                  state_undefined     },
3561     { /*113, Undefined                              */      0,                                                  state_undefined     },
3562     { /*114, Undefined                              */      0,                                                  state_undefined     },
3563     { /*115, Undefined                              */      0,                                                  state_undefined     },
3564     { /*116, Undefined                              */      0,                                                  state_undefined     },
3565     { /*117, Undefined                              */      0,                                                  state_undefined     },
3566     { /*118, Undefined                              */      0,                                                  state_undefined     },
3567     { /*119, Undefined                              */      0,                                                  state_undefined     },
3568     { /*120, Undefined                              */      0,                                                  state_undefined     },
3569     { /*121, Undefined                              */      0,                                                  state_undefined     },
3570     { /*122, Undefined                              */      0,                                                  state_undefined     },
3571     { /*123, Undefined                              */      0,                                                  state_undefined     },
3572     { /*124, Undefined                              */      0,                                                  state_undefined     },
3573     { /*125, Undefined                              */      0,                                                  state_undefined     },
3574     { /*126, Undefined                              */      0,                                                  state_undefined     },
3575     { /*127, Undefined                              */      0,                                                  state_undefined     },
3576     /* Big hole ends */
3577     { /*128, WINED3DRS_WRAP0                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3578     { /*129, WINED3DRS_WRAP1                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3579     { /*130, WINED3DRS_WRAP2                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3580     { /*131, WINED3DRS_WRAP3                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3581     { /*132, WINED3DRS_WRAP4                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3582     { /*133, WINED3DRS_WRAP5                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3583     { /*134, WINED3DRS_WRAP6                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3584     { /*135, WINED3DRS_WRAP7                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3585     { /*136, WINED3DRS_CLIPPING                     */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
3586     { /*137, WINED3DRS_LIGHTING                     */      STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      },
3587     { /*138, WINED3DRS_EXTENTS                      */      STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       },
3588     { /*139, WINED3DRS_AMBIENT                      */      STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       },
3589     { /*140, WINED3DRS_FOGVERTEXMODE                */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3590     { /*141, WINED3DRS_COLORVERTEX                  */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3591     { /*142, WINED3DRS_LOCALVIEWER                  */      STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   },
3592     { /*143, WINED3DRS_NORMALIZENORMALS             */      STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     },
3593     { /*144, WINED3DRS_COLORKEYBLENDENABLE          */      STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     },
3594     { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3595     { /*146, WINED3DRS_SPECULARMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3596     { /*147, WINED3DRS_AMBIENTMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3597     { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3598     { /*149, Undefined                              */      0,                                                  state_undefined     },
3599     { /*150, Undefined                              */      0,                                                  state_undefined     },
3600     { /*151, WINED3DRS_VERTEXBLEND                  */      STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend   },
3601     { /*152, WINED3DRS_CLIPPLANEENABLE              */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
3602     { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING     */      0,                                                  state_nogl          },
3603     { /*154, WINED3DRS_POINTSIZE                    */      STATE_RENDER(WINED3DRS_POINTSIZE),                  state_psize         },
3604     { /*155, WINED3DRS_POINTSIZE_MIN                */      STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin      },
3605     { /*156, WINED3DRS_POINTSPRITEENABLE            */      STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite   },
3606     { /*157, WINED3DRS_POINTSCALEENABLE             */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3607     { /*158, WINED3DRS_POINTSCALE_A                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3608     { /*159, WINED3DRS_POINTSCALE_B                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3609     { /*160, WINED3DRS_POINTSCALE_C                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3610     { /*161, WINED3DRS_MULTISAMPLEANTIALIAS         */      STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_multisampleaa },
3611     { /*162, WINED3DRS_MULTISAMPLEMASK              */      STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask },
3612     { /*163, WINED3DRS_PATCHEDGESTYLE               */      STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle},
3613     { /*164, WINED3DRS_PATCHSEGMENTS                */      STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments },
3614     { /*165, WINED3DRS_DEBUGMONITORTOKEN            */      STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN),          state_nogl          },
3615     { /*166, WINED3DRS_POINTSIZE_MAX                */      STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              state_psizemax      },
3616     { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE     */      0,                                                  state_nogl          },
3617     { /*168, WINED3DRS_COLORWRITEENABLE             */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3618     { /*169, Undefined                              */      0,                                                  state_undefined     },
3619     { /*170, WINED3DRS_TWEENFACTOR                  */      0,                                                  state_nogl          },
3620     { /*171, WINED3DRS_BLENDOP                      */      STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop       },
3621     { /*172, WINED3DRS_POSITIONDEGREE               */      STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree},
3622     { /*173, WINED3DRS_NORMALDEGREE                 */      STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  },
3623       /*172, WINED3DRS_POSITIONORDER                */      /* Value assigned to 2 state names */
3624       /*173, WINED3DRS_NORMALORDER                  */      /* Value assigned to 2 state names */
3625     { /*174, WINED3DRS_SCISSORTESTENABLE            */      STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       },
3626     { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS          */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
3627     { /*176, WINED3DRS_ANTIALIASEDLINEENABLE        */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3628     { /*177, undefined                              */      0,                                                  state_undefined     },
3629     { /*178, WINED3DRS_MINTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3630     { /*179, WINED3DRS_MAXTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3631     { /*180, WINED3DRS_ADAPTIVETESS_X               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3632     { /*181, WINED3DRS_ADAPTIVETESS_Y               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3633     { /*182, WINED3DRS_ADAPTIVETESS_Z               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3634     { /*183, WINED3DRS_ADAPTIVETESS_W               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3635     { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION   */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3636     { /*185, WINED3DRS_TWOSIDEDSTENCILMODE          */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3637     { /*186, WINED3DRS_CCW_STENCILFAIL              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3638     { /*187, WINED3DRS_CCW_STENCILZFAIL             */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3639     { /*188, WINED3DRS_CCW_STENCILPASS              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3640     { /*189, WINED3DRS_CCW_STENCILFUNC              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3641     { /*190, WINED3DRS_COLORWRITEENABLE1            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3642     { /*191, WINED3DRS_COLORWRITEENABLE2            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3643     { /*192, WINED3DRS_COLORWRITEENABLE3            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3644     { /*193, WINED3DRS_BLENDFACTOR                  */      STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor   },
3645     { /*194, WINED3DRS_SRGBWRITEENABLE              */      STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            state_srgbwrite     },
3646     { /*195, WINED3DRS_DEPTHBIAS                    */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
3647     { /*196, undefined                              */      0,                                                  state_undefined     },
3648     { /*197, undefined                              */      0,                                                  state_undefined     },
3649     { /*198, WINED3DRS_WRAP8                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3650     { /*199, WINED3DRS_WRAP9                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3651     { /*200, WINED3DRS_WRAP10                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3652     { /*201, WINED3DRS_WRAP11                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3653     { /*202, WINED3DRS_WRAP12                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3654     { /*203, WINED3DRS_WRAP13                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3655     { /*204, WINED3DRS_WRAP14                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3656     { /*205, WINED3DRS_WRAP15                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3657     { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE     */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_seperateblend },
3658     { /*207, WINED3DRS_SRCBLENDALPHA                */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_seperateblend },
3659     { /*208, WINED3DRS_DESTBLENDALPHA               */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_seperateblend },
3660     { /*209, WINED3DRS_BLENDOPALPHA                 */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_seperateblend },
3661     /* Texture stage states */
3662     { /*0, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3663     { /*0, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3664     { /*0, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3665     { /*0, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3666     { /*0, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3667     { /*0, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3668     { /*0, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3669     { /*0, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3670     { /*0, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3671     { /*0, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3672     { /*0, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3673     { /*0, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3674     { /*0, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3675     { /*0, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3676     { /*0, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3677     { /*0, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3678     { /*0, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3679     { /*0, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3680     { /*0, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3681     { /*0, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3682     { /*0, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3683     { /*0, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3684     { /*0, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3685     { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
3686     { /*0, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3687     { /*0, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3688     { /*0, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3689     { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        tex_resultarg       },
3690     { /*0, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3691     { /*0, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3692     { /*0, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3693     { /*0, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3694
3695     { /*1, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3696     { /*1, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3697     { /*1, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3698     { /*1, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3699     { /*1, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3700     { /*1, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3701     { /*1, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3702     { /*1, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3703     { /*1, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3704     { /*1, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3705     { /*1, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3706     { /*1, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3707     { /*1, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3708     { /*1, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3709     { /*1, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3710     { /*1, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3711     { /*1, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3712     { /*1, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3713     { /*1, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3714     { /*1, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3715     { /*1, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3716     { /*1, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3717     { /*1, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3718     { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
3719     { /*1, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3720     { /*1, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3721     { /*1, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3722     { /*1, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        tex_resultarg       },
3723     { /*1, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3724     { /*1, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3725     { /*1, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3726     { /*1, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3727
3728     { /*2, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3729     { /*2, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3730     { /*2, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3731     { /*2, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3732     { /*2, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3733     { /*2, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3734     { /*2, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3735     { /*2, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3736     { /*2, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3737     { /*2, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3738     { /*2, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3739     { /*2, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3740     { /*2, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3741     { /*2, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3742     { /*2, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3743     { /*2, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3744     { /*2, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3745     { /*2, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3746     { /*2, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3747     { /*2, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3748     { /*2, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3749     { /*2, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3750     { /*2, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3751     { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
3752     { /*2, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3753     { /*2, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3754     { /*2, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3755     { /*2, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        tex_resultarg       },
3756     { /*2, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3757     { /*2, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3758     { /*2, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3759     { /*2, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3760
3761     { /*3, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3762     { /*3, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3763     { /*3, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3764     { /*3, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3765     { /*3, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3766     { /*3, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3767     { /*3, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3768     { /*3, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3769     { /*3, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3770     { /*3, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3771     { /*3, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3772     { /*3, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3773     { /*3, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3774     { /*3, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3775     { /*3, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3776     { /*3, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3777     { /*3, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3778     { /*3, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3779     { /*3, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3780     { /*3, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3781     { /*3, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3782     { /*3, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3783     { /*3, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3784     { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
3785     { /*3, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3786     { /*3, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3787     { /*3, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3788     { /*3, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        tex_resultarg       },
3789     { /*3, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3790     { /*3, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3791     { /*3, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3792     { /*3, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3793
3794     { /*4, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3795     { /*4, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3796     { /*4, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3797     { /*4, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3798     { /*4, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3799     { /*4, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3800     { /*4, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3801     { /*4, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3802     { /*4, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3803     { /*4, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3804     { /*4, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3805     { /*4, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3806     { /*4, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3807     { /*4, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3808     { /*4, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3809     { /*4, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3810     { /*4, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3811     { /*4, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3812     { /*4, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3813     { /*4, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3814     { /*4, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3815     { /*4, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3816     { /*4, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3817     { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
3818     { /*4, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3819     { /*4, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3820     { /*4, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3821     { /*4, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        tex_resultarg       },
3822     { /*4, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3823     { /*4, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3824     { /*4, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3825     { /*4, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3826
3827     { /*5, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3828     { /*5, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3829     { /*5, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3830     { /*5, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3831     { /*5, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3832     { /*5, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3833     { /*5, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3834     { /*5, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3835     { /*5, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3836     { /*5, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3837     { /*5, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3838     { /*5, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3839     { /*5, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3840     { /*5, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3841     { /*5, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3842     { /*5, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3843     { /*5, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3844     { /*5, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3845     { /*5, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3846     { /*5, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3847     { /*5, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3848     { /*5, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3849     { /*5, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3850     { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
3851     { /*5, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3852     { /*5, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3853     { /*5, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3854     { /*5, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        tex_resultarg       },
3855     { /*5, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3856     { /*5, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3857     { /*5, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3858     { /*5, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3859
3860     { /*6, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3861     { /*6, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3862     { /*6, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3863     { /*6, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3864     { /*6, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3865     { /*6, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3866     { /*6, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3867     { /*6, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3868     { /*6, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3869     { /*6, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3870     { /*6, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3871     { /*6, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3872     { /*6, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3873     { /*6, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3874     { /*6, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3875     { /*6, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3876     { /*6, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3877     { /*6, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3878     { /*6, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3879     { /*6, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3880     { /*6, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3881     { /*6, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3882     { /*6, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3883     { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
3884     { /*6, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3885     { /*6, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3886     { /*6, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3887     { /*6, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        tex_resultarg       },
3888     { /*6, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3889     { /*6, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3890     { /*6, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3891     { /*6, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3892
3893     { /*7, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3894     { /*7, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3895     { /*7, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3896     { /*7, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3897     { /*7, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3898     { /*7, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3899     { /*7, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3900     { /*7, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3901     { /*7, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3902     { /*7, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3903     { /*7, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3904     { /*7, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3905     { /*7, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3906     { /*7, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3907     { /*7, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3908     { /*7, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3909     { /*7, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3910     { /*7, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3911     { /*7, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3912     { /*7, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3913     { /*7, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3914     { /*7, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3915     { /*7, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3916     { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
3917     { /*7, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3918     { /*7, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3919     { /*7, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3920     { /*7, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        tex_resultarg       },
3921     { /*7, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3922     { /*7, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3923     { /*7, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3924     { /*7, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3925     /* Sampler states */
3926     { /* 0, Sampler 0                               */      STATE_SAMPLER(0),                                   sampler             },
3927     { /* 1, Sampler 1                               */      STATE_SAMPLER(1),                                   sampler             },
3928     { /* 2, Sampler 2                               */      STATE_SAMPLER(2),                                   sampler             },
3929     { /* 3, Sampler 3                               */      STATE_SAMPLER(3),                                   sampler             },
3930     { /* 4, Sampler 3                               */      STATE_SAMPLER(4),                                   sampler             },
3931     { /* 5, Sampler 5                               */      STATE_SAMPLER(5),                                   sampler             },
3932     { /* 6, Sampler 6                               */      STATE_SAMPLER(6),                                   sampler             },
3933     { /* 7, Sampler 7                               */      STATE_SAMPLER(7),                                   sampler             },
3934     { /* 8, Sampler 8                               */      STATE_SAMPLER(8),                                   sampler             },
3935     { /* 9, Sampler 9                               */      STATE_SAMPLER(9),                                   sampler             },
3936     { /*10, Sampler 10                              */      STATE_SAMPLER(10),                                  sampler             },
3937     { /*11, Sampler 11                              */      STATE_SAMPLER(11),                                  sampler             },
3938     { /*12, Sampler 12                              */      STATE_SAMPLER(12),                                  sampler             },
3939     { /*13, Sampler 13                              */      STATE_SAMPLER(13),                                  sampler             },
3940     { /*14, Sampler 14                              */      STATE_SAMPLER(14),                                  sampler             },
3941     { /*15, Sampler 15                              */      STATE_SAMPLER(15),                                  sampler             },
3942     /* Pixel shader */
3943     { /*  , Pixel Shader                            */      STATE_PIXELSHADER,                                  pixelshader         },
3944       /* Transform states follow                    */
3945     { /*  1, undefined                              */      0,                                                  state_undefined     },
3946     { /*  2, WINED3DTS_VIEW                         */      STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      },
3947     { /*  3, WINED3DTS_PROJECTION                   */      STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection},
3948     { /*  4, undefined                              */      0,                                                  state_undefined     },
3949     { /*  5, undefined                              */      0,                                                  state_undefined     },
3950     { /*  6, undefined                              */      0,                                                  state_undefined     },
3951     { /*  7, undefined                              */      0,                                                  state_undefined     },
3952     { /*  8, undefined                              */      0,                                                  state_undefined     },
3953     { /*  9, undefined                              */      0,                                                  state_undefined     },
3954     { /* 10, undefined                              */      0,                                                  state_undefined     },
3955     { /* 11, undefined                              */      0,                                                  state_undefined     },
3956     { /* 12, undefined                              */      0,                                                  state_undefined     },
3957     { /* 13, undefined                              */      0,                                                  state_undefined     },
3958     { /* 14, undefined                              */      0,                                                  state_undefined     },
3959     { /* 15, undefined                              */      0,                                                  state_undefined     },
3960     { /* 16, WINED3DTS_TEXTURE0                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
3961     { /* 17, WINED3DTS_TEXTURE1                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
3962     { /* 18, WINED3DTS_TEXTURE2                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
3963     { /* 19, WINED3DTS_TEXTURE3                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
3964     { /* 20, WINED3DTS_TEXTURE4                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
3965     { /* 21, WINED3DTS_TEXTURE5                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
3966     { /* 22, WINED3DTS_TEXTURE6                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
3967     { /* 23, WINED3DTS_TEXTURE7                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
3968       /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
3969     { /* 24, undefined                              */      0,                                                  state_undefined     },
3970     { /* 25, undefined                              */      0,                                                  state_undefined     },
3971     { /* 26, undefined                              */      0,                                                  state_undefined     },
3972     { /* 27, undefined                              */      0,                                                  state_undefined     },
3973     { /* 28, undefined                              */      0,                                                  state_undefined     },
3974     { /* 29, undefined                              */      0,                                                  state_undefined     },
3975     { /* 30, undefined                              */      0,                                                  state_undefined     },
3976     { /* 31, undefined                              */      0,                                                  state_undefined     },
3977     { /* 32, undefined                              */      0,                                                  state_undefined     },
3978     { /* 33, undefined                              */      0,                                                  state_undefined     },
3979     { /* 34, undefined                              */      0,                                                  state_undefined     },
3980     { /* 35, undefined                              */      0,                                                  state_undefined     },
3981     { /* 36, undefined                              */      0,                                                  state_undefined     },
3982     { /* 37, undefined                              */      0,                                                  state_undefined     },
3983     { /* 38, undefined                              */      0,                                                  state_undefined     },
3984     { /* 39, undefined                              */      0,                                                  state_undefined     },
3985     { /* 40, undefined                              */      0,                                                  state_undefined     },
3986     { /* 41, undefined                              */      0,                                                  state_undefined     },
3987     { /* 42, undefined                              */      0,                                                  state_undefined     },
3988     { /* 43, undefined                              */      0,                                                  state_undefined     },
3989     { /* 44, undefined                              */      0,                                                  state_undefined     },
3990     { /* 45, undefined                              */      0,                                                  state_undefined     },
3991     { /* 46, undefined                              */      0,                                                  state_undefined     },
3992     { /* 47, undefined                              */      0,                                                  state_undefined     },
3993     { /* 48, undefined                              */      0,                                                  state_undefined     },
3994     { /* 49, undefined                              */      0,                                                  state_undefined     },
3995     { /* 50, undefined                              */      0,                                                  state_undefined     },
3996     { /* 51, undefined                              */      0,                                                  state_undefined     },
3997     { /* 52, undefined                              */      0,                                                  state_undefined     },
3998     { /* 53, undefined                              */      0,                                                  state_undefined     },
3999     { /* 54, undefined                              */      0,                                                  state_undefined     },
4000     { /* 55, undefined                              */      0,                                                  state_undefined     },
4001     { /* 56, undefined                              */      0,                                                  state_undefined     },
4002     { /* 57, undefined                              */      0,                                                  state_undefined     },
4003     { /* 58, undefined                              */      0,                                                  state_undefined     },
4004     { /* 59, undefined                              */      0,                                                  state_undefined     },
4005     { /* 60, undefined                              */      0,                                                  state_undefined     },
4006     { /* 61, undefined                              */      0,                                                  state_undefined     },
4007     { /* 62, undefined                              */      0,                                                  state_undefined     },
4008     { /* 63, undefined                              */      0,                                                  state_undefined     },
4009     { /* 64, undefined                              */      0,                                                  state_undefined     },
4010     { /* 65, undefined                              */      0,                                                  state_undefined     },
4011     { /* 66, undefined                              */      0,                                                  state_undefined     },
4012     { /* 67, undefined                              */      0,                                                  state_undefined     },
4013     { /* 68, undefined                              */      0,                                                  state_undefined     },
4014     { /* 69, undefined                              */      0,                                                  state_undefined     },
4015     { /* 70, undefined                              */      0,                                                  state_undefined     },
4016     { /* 71, undefined                              */      0,                                                  state_undefined     },
4017     { /* 72, undefined                              */      0,                                                  state_undefined     },
4018     { /* 73, undefined                              */      0,                                                  state_undefined     },
4019     { /* 74, undefined                              */      0,                                                  state_undefined     },
4020     { /* 75, undefined                              */      0,                                                  state_undefined     },
4021     { /* 76, undefined                              */      0,                                                  state_undefined     },
4022     { /* 77, undefined                              */      0,                                                  state_undefined     },
4023     { /* 78, undefined                              */      0,                                                  state_undefined     },
4024     { /* 79, undefined                              */      0,                                                  state_undefined     },
4025     { /* 80, undefined                              */      0,                                                  state_undefined     },
4026     { /* 81, undefined                              */      0,                                                  state_undefined     },
4027     { /* 82, undefined                              */      0,                                                  state_undefined     },
4028     { /* 83, undefined                              */      0,                                                  state_undefined     },
4029     { /* 84, undefined                              */      0,                                                  state_undefined     },
4030     { /* 85, undefined                              */      0,                                                  state_undefined     },
4031     { /* 86, undefined                              */      0,                                                  state_undefined     },
4032     { /* 87, undefined                              */      0,                                                  state_undefined     },
4033     { /* 88, undefined                              */      0,                                                  state_undefined     },
4034     { /* 89, undefined                              */      0,                                                  state_undefined     },
4035     { /* 90, undefined                              */      0,                                                  state_undefined     },
4036     { /* 91, undefined                              */      0,                                                  state_undefined     },
4037     { /* 92, undefined                              */      0,                                                  state_undefined     },
4038     { /* 93, undefined                              */      0,                                                  state_undefined     },
4039     { /* 94, undefined                              */      0,                                                  state_undefined     },
4040     { /* 95, undefined                              */      0,                                                  state_undefined     },
4041     { /* 96, undefined                              */      0,                                                  state_undefined     },
4042     { /* 97, undefined                              */      0,                                                  state_undefined     },
4043     { /* 98, undefined                              */      0,                                                  state_undefined     },
4044     { /* 99, undefined                              */      0,                                                  state_undefined     },
4045     { /*100, undefined                              */      0,                                                  state_undefined     },
4046     { /*101, undefined                              */      0,                                                  state_undefined     },
4047     { /*102, undefined                              */      0,                                                  state_undefined     },
4048     { /*103, undefined                              */      0,                                                  state_undefined     },
4049     { /*104, undefined                              */      0,                                                  state_undefined     },
4050     { /*105, undefined                              */      0,                                                  state_undefined     },
4051     { /*106, undefined                              */      0,                                                  state_undefined     },
4052     { /*107, undefined                              */      0,                                                  state_undefined     },
4053     { /*108, undefined                              */      0,                                                  state_undefined     },
4054     { /*109, undefined                              */      0,                                                  state_undefined     },
4055     { /*110, undefined                              */      0,                                                  state_undefined     },
4056     { /*111, undefined                              */      0,                                                  state_undefined     },
4057     { /*112, undefined                              */      0,                                                  state_undefined     },
4058     { /*113, undefined                              */      0,                                                  state_undefined     },
4059     { /*114, undefined                              */      0,                                                  state_undefined     },
4060     { /*115, undefined                              */      0,                                                  state_undefined     },
4061     { /*116, undefined                              */      0,                                                  state_undefined     },
4062     { /*117, undefined                              */      0,                                                  state_undefined     },
4063     { /*118, undefined                              */      0,                                                  state_undefined     },
4064     { /*119, undefined                              */      0,                                                  state_undefined     },
4065     { /*120, undefined                              */      0,                                                  state_undefined     },
4066     { /*121, undefined                              */      0,                                                  state_undefined     },
4067     { /*122, undefined                              */      0,                                                  state_undefined     },
4068     { /*123, undefined                              */      0,                                                  state_undefined     },
4069     { /*124, undefined                              */      0,                                                  state_undefined     },
4070     { /*125, undefined                              */      0,                                                  state_undefined     },
4071     { /*126, undefined                              */      0,                                                  state_undefined     },
4072     { /*127, undefined                              */      0,                                                  state_undefined     },
4073     { /*128, undefined                              */      0,                                                  state_undefined     },
4074     { /*129, undefined                              */      0,                                                  state_undefined     },
4075     { /*130, undefined                              */      0,                                                  state_undefined     },
4076     { /*131, undefined                              */      0,                                                  state_undefined     },
4077     { /*132, undefined                              */      0,                                                  state_undefined     },
4078     { /*133, undefined                              */      0,                                                  state_undefined     },
4079     { /*134, undefined                              */      0,                                                  state_undefined     },
4080     { /*135, undefined                              */      0,                                                  state_undefined     },
4081     { /*136, undefined                              */      0,                                                  state_undefined     },
4082     { /*137, undefined                              */      0,                                                  state_undefined     },
4083     { /*138, undefined                              */      0,                                                  state_undefined     },
4084     { /*139, undefined                              */      0,                                                  state_undefined     },
4085     { /*140, undefined                              */      0,                                                  state_undefined     },
4086     { /*141, undefined                              */      0,                                                  state_undefined     },
4087     { /*142, undefined                              */      0,                                                  state_undefined     },
4088     { /*143, undefined                              */      0,                                                  state_undefined     },
4089     { /*144, undefined                              */      0,                                                  state_undefined     },
4090     { /*145, undefined                              */      0,                                                  state_undefined     },
4091     { /*146, undefined                              */      0,                                                  state_undefined     },
4092     { /*147, undefined                              */      0,                                                  state_undefined     },
4093     { /*148, undefined                              */      0,                                                  state_undefined     },
4094     { /*149, undefined                              */      0,                                                  state_undefined     },
4095     { /*150, undefined                              */      0,                                                  state_undefined     },
4096     { /*151, undefined                              */      0,                                                  state_undefined     },
4097     { /*152, undefined                              */      0,                                                  state_undefined     },
4098     { /*153, undefined                              */      0,                                                  state_undefined     },
4099     { /*154, undefined                              */      0,                                                  state_undefined     },
4100     { /*155, undefined                              */      0,                                                  state_undefined     },
4101     { /*156, undefined                              */      0,                                                  state_undefined     },
4102     { /*157, undefined                              */      0,                                                  state_undefined     },
4103     { /*158, undefined                              */      0,                                                  state_undefined     },
4104     { /*159, undefined                              */      0,                                                  state_undefined     },
4105     { /*160, undefined                              */      0,                                                  state_undefined     },
4106     { /*161, undefined                              */      0,                                                  state_undefined     },
4107     { /*162, undefined                              */      0,                                                  state_undefined     },
4108     { /*163, undefined                              */      0,                                                  state_undefined     },
4109     { /*164, undefined                              */      0,                                                  state_undefined     },
4110     { /*165, undefined                              */      0,                                                  state_undefined     },
4111     { /*166, undefined                              */      0,                                                  state_undefined     },
4112     { /*167, undefined                              */      0,                                                  state_undefined     },
4113     { /*168, undefined                              */      0,                                                  state_undefined     },
4114     { /*169, undefined                              */      0,                                                  state_undefined     },
4115     { /*170, undefined                              */      0,                                                  state_undefined     },
4116     { /*171, undefined                              */      0,                                                  state_undefined     },
4117     { /*172, undefined                              */      0,                                                  state_undefined     },
4118     { /*173, undefined                              */      0,                                                  state_undefined     },
4119     { /*174, undefined                              */      0,                                                  state_undefined     },
4120     { /*175, undefined                              */      0,                                                  state_undefined     },
4121     { /*176, undefined                              */      0,                                                  state_undefined     },
4122     { /*177, undefined                              */      0,                                                  state_undefined     },
4123     { /*178, undefined                              */      0,                                                  state_undefined     },
4124     { /*179, undefined                              */      0,                                                  state_undefined     },
4125     { /*180, undefined                              */      0,                                                  state_undefined     },
4126     { /*181, undefined                              */      0,                                                  state_undefined     },
4127     { /*182, undefined                              */      0,                                                  state_undefined     },
4128     { /*183, undefined                              */      0,                                                  state_undefined     },
4129     { /*184, undefined                              */      0,                                                  state_undefined     },
4130     { /*185, undefined                              */      0,                                                  state_undefined     },
4131     { /*186, undefined                              */      0,                                                  state_undefined     },
4132     { /*187, undefined                              */      0,                                                  state_undefined     },
4133     { /*188, undefined                              */      0,                                                  state_undefined     },
4134     { /*189, undefined                              */      0,                                                  state_undefined     },
4135     { /*190, undefined                              */      0,                                                  state_undefined     },
4136     { /*191, undefined                              */      0,                                                  state_undefined     },
4137     { /*192, undefined                              */      0,                                                  state_undefined     },
4138     { /*193, undefined                              */      0,                                                  state_undefined     },
4139     { /*194, undefined                              */      0,                                                  state_undefined     },
4140     { /*195, undefined                              */      0,                                                  state_undefined     },
4141     { /*196, undefined                              */      0,                                                  state_undefined     },
4142     { /*197, undefined                              */      0,                                                  state_undefined     },
4143     { /*198, undefined                              */      0,                                                  state_undefined     },
4144     { /*199, undefined                              */      0,                                                  state_undefined     },
4145     { /*200, undefined                              */      0,                                                  state_undefined     },
4146     { /*201, undefined                              */      0,                                                  state_undefined     },
4147     { /*202, undefined                              */      0,                                                  state_undefined     },
4148     { /*203, undefined                              */      0,                                                  state_undefined     },
4149     { /*204, undefined                              */      0,                                                  state_undefined     },
4150     { /*205, undefined                              */      0,                                                  state_undefined     },
4151     { /*206, undefined                              */      0,                                                  state_undefined     },
4152     { /*207, undefined                              */      0,                                                  state_undefined     },
4153     { /*208, undefined                              */      0,                                                  state_undefined     },
4154     { /*209, undefined                              */      0,                                                  state_undefined     },
4155     { /*210, undefined                              */      0,                                                  state_undefined     },
4156     { /*211, undefined                              */      0,                                                  state_undefined     },
4157     { /*212, undefined                              */      0,                                                  state_undefined     },
4158     { /*213, undefined                              */      0,                                                  state_undefined     },
4159     { /*214, undefined                              */      0,                                                  state_undefined     },
4160     { /*215, undefined                              */      0,                                                  state_undefined     },
4161     { /*216, undefined                              */      0,                                                  state_undefined     },
4162     { /*217, undefined                              */      0,                                                  state_undefined     },
4163     { /*218, undefined                              */      0,                                                  state_undefined     },
4164     { /*219, undefined                              */      0,                                                  state_undefined     },
4165     { /*220, undefined                              */      0,                                                  state_undefined     },
4166     { /*221, undefined                              */      0,                                                  state_undefined     },
4167     { /*222, undefined                              */      0,                                                  state_undefined     },
4168     { /*223, undefined                              */      0,                                                  state_undefined     },
4169     { /*224, undefined                              */      0,                                                  state_undefined     },
4170     { /*225, undefined                              */      0,                                                  state_undefined     },
4171     { /*226, undefined                              */      0,                                                  state_undefined     },
4172     { /*227, undefined                              */      0,                                                  state_undefined     },
4173     { /*228, undefined                              */      0,                                                  state_undefined     },
4174     { /*229, undefined                              */      0,                                                  state_undefined     },
4175     { /*230, undefined                              */      0,                                                  state_undefined     },
4176     { /*231, undefined                              */      0,                                                  state_undefined     },
4177     { /*232, undefined                              */      0,                                                  state_undefined     },
4178     { /*233, undefined                              */      0,                                                  state_undefined     },
4179     { /*234, undefined                              */      0,                                                  state_undefined     },
4180     { /*235, undefined                              */      0,                                                  state_undefined     },
4181     { /*236, undefined                              */      0,                                                  state_undefined     },
4182     { /*237, undefined                              */      0,                                                  state_undefined     },
4183     { /*238, undefined                              */      0,                                                  state_undefined     },
4184     { /*239, undefined                              */      0,                                                  state_undefined     },
4185     { /*240, undefined                              */      0,                                                  state_undefined     },
4186     { /*241, undefined                              */      0,                                                  state_undefined     },
4187     { /*242, undefined                              */      0,                                                  state_undefined     },
4188     { /*243, undefined                              */      0,                                                  state_undefined     },
4189     { /*244, undefined                              */      0,                                                  state_undefined     },
4190     { /*245, undefined                              */      0,                                                  state_undefined     },
4191     { /*246, undefined                              */      0,                                                  state_undefined     },
4192     { /*247, undefined                              */      0,                                                  state_undefined     },
4193     { /*248, undefined                              */      0,                                                  state_undefined     },
4194     { /*249, undefined                              */      0,                                                  state_undefined     },
4195     { /*250, undefined                              */      0,                                                  state_undefined     },
4196     { /*251, undefined                              */      0,                                                  state_undefined     },
4197     { /*252, undefined                              */      0,                                                  state_undefined     },
4198     { /*253, undefined                              */      0,                                                  state_undefined     },
4199     { /*254, undefined                              */      0,                                                  state_undefined     },
4200     { /*255, undefined                              */      0,                                                  state_undefined     },
4201       /* End huge gap */
4202     { /*256, WINED3DTS_WORLDMATRIX(0)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)),          transform_world     },
4203     { /*257, WINED3DTS_WORLDMATRIX(1)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)),          transform_worldex   },
4204     { /*258, WINED3DTS_WORLDMATRIX(2)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)),          transform_worldex   },
4205     { /*259, WINED3DTS_WORLDMATRIX(3)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)),          transform_worldex   },
4206     { /*260, WINED3DTS_WORLDMATRIX(4)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)),          transform_worldex   },
4207     { /*261, WINED3DTS_WORLDMATRIX(5)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)),          transform_worldex   },
4208     { /*262, WINED3DTS_WORLDMATRIX(6)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)),          transform_worldex   },
4209     { /*263, WINED3DTS_WORLDMATRIX(7)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)),          transform_worldex   },
4210     { /*264, WINED3DTS_WORLDMATRIX(8)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)),          transform_worldex   },
4211     { /*265, WINED3DTS_WORLDMATRIX(9)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)),          transform_worldex   },
4212     { /*266, WINED3DTS_WORLDMATRIX(10)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)),         transform_worldex   },
4213     { /*267, WINED3DTS_WORLDMATRIX(11)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)),         transform_worldex   },
4214     { /*268, WINED3DTS_WORLDMATRIX(12)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)),         transform_worldex   },
4215     { /*269, WINED3DTS_WORLDMATRIX(13)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)),         transform_worldex   },
4216     { /*270, WINED3DTS_WORLDMATRIX(14)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)),         transform_worldex   },
4217     { /*271, WINED3DTS_WORLDMATRIX(15)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)),         transform_worldex   },
4218     { /*272, WINED3DTS_WORLDMATRIX(16)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)),         transform_worldex   },
4219     { /*273, WINED3DTS_WORLDMATRIX(17)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)),         transform_worldex   },
4220     { /*274, WINED3DTS_WORLDMATRIX(18)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)),         transform_worldex   },
4221     { /*275, WINED3DTS_WORLDMATRIX(19)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)),         transform_worldex   },
4222     { /*276, WINED3DTS_WORLDMATRIX(20)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)),         transform_worldex   },
4223     { /*277, WINED3DTS_WORLDMATRIX(21)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)),         transform_worldex   },
4224     { /*278, WINED3DTS_WORLDMATRIX(22)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)),         transform_worldex   },
4225     { /*279, WINED3DTS_WORLDMATRIX(23)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)),         transform_worldex   },
4226     { /*280, WINED3DTS_WORLDMATRIX(24)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)),         transform_worldex   },
4227     { /*281, WINED3DTS_WORLDMATRIX(25)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)),         transform_worldex   },
4228     { /*282, WINED3DTS_WORLDMATRIX(26)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)),         transform_worldex   },
4229     { /*283, WINED3DTS_WORLDMATRIX(27)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)),         transform_worldex   },
4230     { /*284, WINED3DTS_WORLDMATRIX(28)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)),         transform_worldex   },
4231     { /*285, WINED3DTS_WORLDMATRIX(29)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)),         transform_worldex   },
4232     { /*286, WINED3DTS_WORLDMATRIX(30)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)),         transform_worldex   },
4233     { /*287, WINED3DTS_WORLDMATRIX(31)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)),         transform_worldex   },
4234     { /*288, WINED3DTS_WORLDMATRIX(32)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)),         transform_worldex   },
4235     { /*289, WINED3DTS_WORLDMATRIX(33)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)),         transform_worldex   },
4236     { /*290, WINED3DTS_WORLDMATRIX(34)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)),         transform_worldex   },
4237     { /*291, WINED3DTS_WORLDMATRIX(35)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)),         transform_worldex   },
4238     { /*292, WINED3DTS_WORLDMATRIX(36)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)),         transform_worldex   },
4239     { /*293, WINED3DTS_WORLDMATRIX(37)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)),         transform_worldex   },
4240     { /*294, WINED3DTS_WORLDMATRIX(38)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)),         transform_worldex   },
4241     { /*295, WINED3DTS_WORLDMATRIX(39)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)),         transform_worldex   },
4242     { /*296, WINED3DTS_WORLDMATRIX(40)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)),         transform_worldex   },
4243     { /*297, WINED3DTS_WORLDMATRIX(41)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)),         transform_worldex   },
4244     { /*298, WINED3DTS_WORLDMATRIX(42)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)),         transform_worldex   },
4245     { /*299, WINED3DTS_WORLDMATRIX(43)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)),         transform_worldex   },
4246     { /*300, WINED3DTS_WORLDMATRIX(44)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)),         transform_worldex   },
4247     { /*301, WINED3DTS_WORLDMATRIX(45)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)),         transform_worldex   },
4248     { /*302, WINED3DTS_WORLDMATRIX(46)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)),         transform_worldex   },
4249     { /*303, WINED3DTS_WORLDMATRIX(47)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)),         transform_worldex   },
4250     { /*304, WINED3DTS_WORLDMATRIX(48)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)),         transform_worldex   },
4251     { /*305, WINED3DTS_WORLDMATRIX(49)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)),         transform_worldex   },
4252     { /*306, WINED3DTS_WORLDMATRIX(50)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)),         transform_worldex   },
4253     { /*307, WINED3DTS_WORLDMATRIX(51)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)),         transform_worldex   },
4254     { /*308, WINED3DTS_WORLDMATRIX(52)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)),         transform_worldex   },
4255     { /*309, WINED3DTS_WORLDMATRIX(53)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)),         transform_worldex   },
4256     { /*310, WINED3DTS_WORLDMATRIX(54)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)),         transform_worldex   },
4257     { /*311, WINED3DTS_WORLDMATRIX(55)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)),         transform_worldex   },
4258     { /*312, WINED3DTS_WORLDMATRIX(56)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)),         transform_worldex   },
4259     { /*313, WINED3DTS_WORLDMATRIX(57)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)),         transform_worldex   },
4260     { /*314, WINED3DTS_WORLDMATRIX(58)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)),         transform_worldex   },
4261     { /*315, WINED3DTS_WORLDMATRIX(59)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)),         transform_worldex   },
4262     { /*316, WINED3DTS_WORLDMATRIX(60)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)),         transform_worldex   },
4263     { /*317, WINED3DTS_WORLDMATRIX(61)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)),         transform_worldex   },
4264     { /*318, WINED3DTS_WORLDMATRIX(62)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)),         transform_worldex   },
4265     { /*319, WINED3DTS_WORLDMATRIX(63)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)),         transform_worldex   },
4266     { /*320, WINED3DTS_WORLDMATRIX(64)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)),         transform_worldex   },
4267     { /*321, WINED3DTS_WORLDMATRIX(65)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)),         transform_worldex   },
4268     { /*322, WINED3DTS_WORLDMATRIX(66)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)),         transform_worldex   },
4269     { /*323, WINED3DTS_WORLDMATRIX(67)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)),         transform_worldex   },
4270     { /*324, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)),         transform_worldex   },
4271     { /*325, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)),         transform_worldex   },
4272     { /*326, WINED3DTS_WORLDMATRIX(70)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)),         transform_worldex   },
4273     { /*327, WINED3DTS_WORLDMATRIX(71)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)),         transform_worldex   },
4274     { /*328, WINED3DTS_WORLDMATRIX(72)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)),         transform_worldex   },
4275     { /*329, WINED3DTS_WORLDMATRIX(73)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)),         transform_worldex   },
4276     { /*330, WINED3DTS_WORLDMATRIX(74)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)),         transform_worldex   },
4277     { /*331, WINED3DTS_WORLDMATRIX(75)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)),         transform_worldex   },
4278     { /*332, WINED3DTS_WORLDMATRIX(76)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)),         transform_worldex   },
4279     { /*333, WINED3DTS_WORLDMATRIX(77)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)),         transform_worldex   },
4280     { /*334, WINED3DTS_WORLDMATRIX(78)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)),         transform_worldex   },
4281     { /*335, WINED3DTS_WORLDMATRIX(79)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)),         transform_worldex   },
4282     { /*336, WINED3DTS_WORLDMATRIX(80)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)),         transform_worldex   },
4283     { /*337, WINED3DTS_WORLDMATRIX(81)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)),         transform_worldex   },
4284     { /*338, WINED3DTS_WORLDMATRIX(82)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)),         transform_worldex   },
4285     { /*339, WINED3DTS_WORLDMATRIX(83)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)),         transform_worldex   },
4286     { /*340, WINED3DTS_WORLDMATRIX(84)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)),         transform_worldex   },
4287     { /*341, WINED3DTS_WORLDMATRIX(85)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)),         transform_worldex   },
4288     { /*341, WINED3DTS_WORLDMATRIX(86)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)),         transform_worldex   },
4289     { /*343, WINED3DTS_WORLDMATRIX(87)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)),         transform_worldex   },
4290     { /*344, WINED3DTS_WORLDMATRIX(88)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)),         transform_worldex   },
4291     { /*345, WINED3DTS_WORLDMATRIX(89)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)),         transform_worldex   },
4292     { /*346, WINED3DTS_WORLDMATRIX(90)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)),         transform_worldex   },
4293     { /*347, WINED3DTS_WORLDMATRIX(91)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)),         transform_worldex   },
4294     { /*348, WINED3DTS_WORLDMATRIX(92)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)),         transform_worldex   },
4295     { /*349, WINED3DTS_WORLDMATRIX(93)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)),         transform_worldex   },
4296     { /*350, WINED3DTS_WORLDMATRIX(94)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)),         transform_worldex   },
4297     { /*351, WINED3DTS_WORLDMATRIX(95)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)),         transform_worldex   },
4298     { /*352, WINED3DTS_WORLDMATRIX(96)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)),         transform_worldex   },
4299     { /*353, WINED3DTS_WORLDMATRIX(97)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)),         transform_worldex   },
4300     { /*354, WINED3DTS_WORLDMATRIX(98)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)),         transform_worldex   },
4301     { /*355, WINED3DTS_WORLDMATRIX(99)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)),         transform_worldex   },
4302     { /*356, WINED3DTS_WORLDMATRIX(100)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   },
4303     { /*357, WINED3DTS_WORLDMATRIX(101)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   },
4304     { /*358, WINED3DTS_WORLDMATRIX(102)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   },
4305     { /*359, WINED3DTS_WORLDMATRIX(103)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   },
4306     { /*360, WINED3DTS_WORLDMATRIX(104)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   },
4307     { /*361, WINED3DTS_WORLDMATRIX(105)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   },
4308     { /*362, WINED3DTS_WORLDMATRIX(106)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   },
4309     { /*363, WINED3DTS_WORLDMATRIX(107)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   },
4310     { /*364, WINED3DTS_WORLDMATRIX(108)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   },
4311     { /*365, WINED3DTS_WORLDMATRIX(109)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   },
4312     { /*366, WINED3DTS_WORLDMATRIX(110)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   },
4313     { /*367, WINED3DTS_WORLDMATRIX(111)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   },
4314     { /*368, WINED3DTS_WORLDMATRIX(112)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   },
4315     { /*369, WINED3DTS_WORLDMATRIX(113)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   },
4316     { /*370, WINED3DTS_WORLDMATRIX(114)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   },
4317     { /*371, WINED3DTS_WORLDMATRIX(115)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   },
4318     { /*372, WINED3DTS_WORLDMATRIX(116)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   },
4319     { /*373, WINED3DTS_WORLDMATRIX(117)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   },
4320     { /*374, WINED3DTS_WORLDMATRIX(118)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   },
4321     { /*375, WINED3DTS_WORLDMATRIX(119)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   },
4322     { /*376, WINED3DTS_WORLDMATRIX(120)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   },
4323     { /*377, WINED3DTS_WORLDMATRIX(121)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   },
4324     { /*378, WINED3DTS_WORLDMATRIX(122)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   },
4325     { /*379, WINED3DTS_WORLDMATRIX(123)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   },
4326     { /*380, WINED3DTS_WORLDMATRIX(124)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   },
4327     { /*381, WINED3DTS_WORLDMATRIX(125)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   },
4328     { /*382, WINED3DTS_WORLDMATRIX(126)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   },
4329     { /*383, WINED3DTS_WORLDMATRIX(127)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   },
4330     { /*384, WINED3DTS_WORLDMATRIX(128)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   },
4331     { /*385, WINED3DTS_WORLDMATRIX(129)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   },
4332     { /*386, WINED3DTS_WORLDMATRIX(130)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   },
4333     { /*387, WINED3DTS_WORLDMATRIX(131)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   },
4334     { /*388, WINED3DTS_WORLDMATRIX(132)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   },
4335     { /*389, WINED3DTS_WORLDMATRIX(133)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   },
4336     { /*390, WINED3DTS_WORLDMATRIX(134)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   },
4337     { /*391, WINED3DTS_WORLDMATRIX(135)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   },
4338     { /*392, WINED3DTS_WORLDMATRIX(136)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   },
4339     { /*393, WINED3DTS_WORLDMATRIX(137)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   },
4340     { /*394, WINED3DTS_WORLDMATRIX(138)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   },
4341     { /*395, WINED3DTS_WORLDMATRIX(139)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   },
4342     { /*396, WINED3DTS_WORLDMATRIX(140)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   },
4343     { /*397, WINED3DTS_WORLDMATRIX(141)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   },
4344     { /*398, WINED3DTS_WORLDMATRIX(142)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   },
4345     { /*399, WINED3DTS_WORLDMATRIX(143)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   },
4346     { /*400, WINED3DTS_WORLDMATRIX(144)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   },
4347     { /*401, WINED3DTS_WORLDMATRIX(145)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   },
4348     { /*402, WINED3DTS_WORLDMATRIX(146)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   },
4349     { /*403, WINED3DTS_WORLDMATRIX(147)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   },
4350     { /*404, WINED3DTS_WORLDMATRIX(148)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   },
4351     { /*405, WINED3DTS_WORLDMATRIX(149)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   },
4352     { /*406, WINED3DTS_WORLDMATRIX(150)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   },
4353     { /*407, WINED3DTS_WORLDMATRIX(151)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   },
4354     { /*408, WINED3DTS_WORLDMATRIX(152)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   },
4355     { /*409, WINED3DTS_WORLDMATRIX(153)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   },
4356     { /*410, WINED3DTS_WORLDMATRIX(154)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   },
4357     { /*411, WINED3DTS_WORLDMATRIX(155)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   },
4358     { /*412, WINED3DTS_WORLDMATRIX(156)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   },
4359     { /*413, WINED3DTS_WORLDMATRIX(157)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   },
4360     { /*414, WINED3DTS_WORLDMATRIX(158)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   },
4361     { /*415, WINED3DTS_WORLDMATRIX(159)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   },
4362     { /*416, WINED3DTS_WORLDMATRIX(160)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   },
4363     { /*417, WINED3DTS_WORLDMATRIX(161)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   },
4364     { /*418, WINED3DTS_WORLDMATRIX(162)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   },
4365     { /*419, WINED3DTS_WORLDMATRIX(163)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   },
4366     { /*420, WINED3DTS_WORLDMATRIX(164)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   },
4367     { /*421, WINED3DTS_WORLDMATRIX(165)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   },
4368     { /*422, WINED3DTS_WORLDMATRIX(166)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   },
4369     { /*423, WINED3DTS_WORLDMATRIX(167)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   },
4370     { /*424, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   },
4371     { /*425, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   },
4372     { /*426, WINED3DTS_WORLDMATRIX(170)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   },
4373     { /*427, WINED3DTS_WORLDMATRIX(171)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   },
4374     { /*428, WINED3DTS_WORLDMATRIX(172)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   },
4375     { /*429, WINED3DTS_WORLDMATRIX(173)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   },
4376     { /*430, WINED3DTS_WORLDMATRIX(174)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   },
4377     { /*431, WINED3DTS_WORLDMATRIX(175)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   },
4378     { /*432, WINED3DTS_WORLDMATRIX(176)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   },
4379     { /*433, WINED3DTS_WORLDMATRIX(177)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   },
4380     { /*434, WINED3DTS_WORLDMATRIX(178)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   },
4381     { /*435, WINED3DTS_WORLDMATRIX(179)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   },
4382     { /*436, WINED3DTS_WORLDMATRIX(180)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   },
4383     { /*437, WINED3DTS_WORLDMATRIX(181)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   },
4384     { /*438, WINED3DTS_WORLDMATRIX(182)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   },
4385     { /*439, WINED3DTS_WORLDMATRIX(183)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   },
4386     { /*440, WINED3DTS_WORLDMATRIX(184)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   },
4387     { /*441, WINED3DTS_WORLDMATRIX(185)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   },
4388     { /*441, WINED3DTS_WORLDMATRIX(186)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   },
4389     { /*443, WINED3DTS_WORLDMATRIX(187)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   },
4390     { /*444, WINED3DTS_WORLDMATRIX(188)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   },
4391     { /*445, WINED3DTS_WORLDMATRIX(189)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   },
4392     { /*446, WINED3DTS_WORLDMATRIX(190)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   },
4393     { /*447, WINED3DTS_WORLDMATRIX(191)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   },
4394     { /*448, WINED3DTS_WORLDMATRIX(192)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   },
4395     { /*449, WINED3DTS_WORLDMATRIX(193)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   },
4396     { /*450, WINED3DTS_WORLDMATRIX(194)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   },
4397     { /*451, WINED3DTS_WORLDMATRIX(195)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   },
4398     { /*452, WINED3DTS_WORLDMATRIX(196)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   },
4399     { /*453, WINED3DTS_WORLDMATRIX(197)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   },
4400     { /*454, WINED3DTS_WORLDMATRIX(198)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   },
4401     { /*455, WINED3DTS_WORLDMATRIX(199)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   },
4402     { /*356, WINED3DTS_WORLDMATRIX(200)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   },
4403     { /*457, WINED3DTS_WORLDMATRIX(201)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   },
4404     { /*458, WINED3DTS_WORLDMATRIX(202)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   },
4405     { /*459, WINED3DTS_WORLDMATRIX(203)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   },
4406     { /*460, WINED3DTS_WORLDMATRIX(204)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   },
4407     { /*461, WINED3DTS_WORLDMATRIX(205)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   },
4408     { /*462, WINED3DTS_WORLDMATRIX(206)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   },
4409     { /*463, WINED3DTS_WORLDMATRIX(207)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   },
4410     { /*464, WINED3DTS_WORLDMATRIX(208)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   },
4411     { /*465, WINED3DTS_WORLDMATRIX(209)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   },
4412     { /*466, WINED3DTS_WORLDMATRIX(210)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   },
4413     { /*467, WINED3DTS_WORLDMATRIX(211)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   },
4414     { /*468, WINED3DTS_WORLDMATRIX(212)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   },
4415     { /*469, WINED3DTS_WORLDMATRIX(213)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   },
4416     { /*470, WINED3DTS_WORLDMATRIX(214)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   },
4417     { /*471, WINED3DTS_WORLDMATRIX(215)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   },
4418     { /*472, WINED3DTS_WORLDMATRIX(216)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   },
4419     { /*473, WINED3DTS_WORLDMATRIX(217)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   },
4420     { /*474, WINED3DTS_WORLDMATRIX(218)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   },
4421     { /*475, WINED3DTS_WORLDMATRIX(219)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   },
4422     { /*476, WINED3DTS_WORLDMATRIX(220)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   },
4423     { /*477, WINED3DTS_WORLDMATRIX(221)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   },
4424     { /*478, WINED3DTS_WORLDMATRIX(222)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   },
4425     { /*479, WINED3DTS_WORLDMATRIX(223)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   },
4426     { /*480, WINED3DTS_WORLDMATRIX(224)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   },
4427     { /*481, WINED3DTS_WORLDMATRIX(225)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   },
4428     { /*482, WINED3DTS_WORLDMATRIX(226)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   },
4429     { /*483, WINED3DTS_WORLDMATRIX(227)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   },
4430     { /*484, WINED3DTS_WORLDMATRIX(228)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   },
4431     { /*485, WINED3DTS_WORLDMATRIX(229)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   },
4432     { /*486, WINED3DTS_WORLDMATRIX(230)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   },
4433     { /*487, WINED3DTS_WORLDMATRIX(231)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   },
4434     { /*488, WINED3DTS_WORLDMATRIX(232)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   },
4435     { /*489, WINED3DTS_WORLDMATRIX(233)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   },
4436     { /*490, WINED3DTS_WORLDMATRIX(234)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   },
4437     { /*491, WINED3DTS_WORLDMATRIX(235)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   },
4438     { /*492, WINED3DTS_WORLDMATRIX(236)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   },
4439     { /*493, WINED3DTS_WORLDMATRIX(237)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   },
4440     { /*494, WINED3DTS_WORLDMATRIX(238)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   },
4441     { /*495, WINED3DTS_WORLDMATRIX(239)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   },
4442     { /*496, WINED3DTS_WORLDMATRIX(240)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   },
4443     { /*497, WINED3DTS_WORLDMATRIX(241)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   },
4444     { /*498, WINED3DTS_WORLDMATRIX(242)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   },
4445     { /*499, WINED3DTS_WORLDMATRIX(243)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   },
4446     { /*500, WINED3DTS_WORLDMATRIX(244)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   },
4447     { /*501, WINED3DTS_WORLDMATRIX(245)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   },
4448     { /*502, WINED3DTS_WORLDMATRIX(246)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   },
4449     { /*503, WINED3DTS_WORLDMATRIX(247)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   },
4450     { /*504, WINED3DTS_WORLDMATRIX(248)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   },
4451     { /*505, WINED3DTS_WORLDMATRIX(249)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   },
4452     { /*506, WINED3DTS_WORLDMATRIX(250)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   },
4453     { /*507, WINED3DTS_WORLDMATRIX(251)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   },
4454     { /*508, WINED3DTS_WORLDMATRIX(252)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   },
4455     { /*509, WINED3DTS_WORLDMATRIX(253)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   },
4456     { /*510, WINED3DTS_WORLDMATRIX(254)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   },
4457     { /*511, WINED3DTS_WORLDMATRIX(255)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   },
4458       /* Various Vertex states follow */
4459     { /*   , STATE_STREAMSRC                        */      STATE_VDECL,                                        vertexdeclaration   },
4460     { /*   , STATE_INDEXBUFFER                      */      STATE_INDEXBUFFER,                                  indexbuffer         },
4461     { /*   , STATE_VDECL                            */      STATE_VDECL,                                        vertexdeclaration   },
4462     { /*   , STATE_VSHADER                          */      STATE_VDECL,                                        vertexdeclaration   },
4463     { /*   , STATE_VIEWPORT                         */      STATE_VIEWPORT,                                     viewport            },
4464     { /*   , STATE_VERTEXSHADERCONSTANT             */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
4465     { /*   , STATE_PIXELSHADERCONSTANT              */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
4466       /* Lights */
4467     { /*   , STATE_ACTIVELIGHT(0)                   */      STATE_ACTIVELIGHT(0),                               light               },
4468     { /*   , STATE_ACTIVELIGHT(1)                   */      STATE_ACTIVELIGHT(1),                               light               },
4469     { /*   , STATE_ACTIVELIGHT(2)                   */      STATE_ACTIVELIGHT(2),                               light               },
4470     { /*   , STATE_ACTIVELIGHT(3)                   */      STATE_ACTIVELIGHT(3),                               light               },
4471     { /*   , STATE_ACTIVELIGHT(4)                   */      STATE_ACTIVELIGHT(4),                               light               },
4472     { /*   , STATE_ACTIVELIGHT(5)                   */      STATE_ACTIVELIGHT(5),                               light               },
4473     { /*   , STATE_ACTIVELIGHT(6)                   */      STATE_ACTIVELIGHT(6),                               light               },
4474     { /*   , STATE_ACTIVELIGHT(7)                   */      STATE_ACTIVELIGHT(7),                               light               },
4475
4476     { /* Scissor rect                               */      STATE_SCISSORRECT,                                  scissorrect         },
4477       /* Clip planes */
4478     { /* STATE_CLIPPLANE(0)                         */      STATE_CLIPPLANE(0),                                 clipplane           },
4479     { /* STATE_CLIPPLANE(1)                         */      STATE_CLIPPLANE(1),                                 clipplane           },
4480     { /* STATE_CLIPPLANE(2)                         */      STATE_CLIPPLANE(2),                                 clipplane           },
4481     { /* STATE_CLIPPLANE(3)                         */      STATE_CLIPPLANE(3),                                 clipplane           },
4482     { /* STATE_CLIPPLANE(4)                         */      STATE_CLIPPLANE(4),                                 clipplane           },
4483     { /* STATE_CLIPPLANE(5)                         */      STATE_CLIPPLANE(5),                                 clipplane           },
4484     { /* STATE_CLIPPLANE(6)                         */      STATE_CLIPPLANE(6),                                 clipplane           },
4485     { /* STATE_CLIPPLANE(7)                         */      STATE_CLIPPLANE(7),                                 clipplane           },
4486     { /* STATE_CLIPPLANE(8)                         */      STATE_CLIPPLANE(8),                                 clipplane           },
4487     { /* STATE_CLIPPLANE(9)                         */      STATE_CLIPPLANE(9),                                 clipplane           },
4488     { /* STATE_CLIPPLANE(10)                        */      STATE_CLIPPLANE(10),                                clipplane           },
4489     { /* STATE_CLIPPLANE(11)                        */      STATE_CLIPPLANE(11),                                clipplane           },
4490     { /* STATE_CLIPPLANE(12)                        */      STATE_CLIPPLANE(12),                                clipplane           },
4491     { /* STATE_CLIPPLANE(13)                        */      STATE_CLIPPLANE(13),                                clipplane           },
4492     { /* STATE_CLIPPLANE(14)                        */      STATE_CLIPPLANE(14),                                clipplane           },
4493     { /* STATE_CLIPPLANE(15)                        */      STATE_CLIPPLANE(15),                                clipplane           },
4494     { /* STATE_CLIPPLANE(16)                        */      STATE_CLIPPLANE(16),                                clipplane           },
4495     { /* STATE_CLIPPLANE(17)                        */      STATE_CLIPPLANE(17),                                clipplane           },
4496     { /* STATE_CLIPPLANE(18)                        */      STATE_CLIPPLANE(18),                                clipplane           },
4497     { /* STATE_CLIPPLANE(19)                        */      STATE_CLIPPLANE(19),                                clipplane           },
4498     { /* STATE_CLIPPLANE(20)                        */      STATE_CLIPPLANE(20),                                clipplane           },
4499     { /* STATE_CLIPPLANE(21)                        */      STATE_CLIPPLANE(21),                                clipplane           },
4500     { /* STATE_CLIPPLANE(22)                        */      STATE_CLIPPLANE(22),                                clipplane           },
4501     { /* STATE_CLIPPLANE(23)                        */      STATE_CLIPPLANE(23),                                clipplane           },
4502     { /* STATE_CLIPPLANE(24)                        */      STATE_CLIPPLANE(24),                                clipplane           },
4503     { /* STATE_CLIPPLANE(25)                        */      STATE_CLIPPLANE(25),                                clipplane           },
4504     { /* STATE_CLIPPLANE(26)                        */      STATE_CLIPPLANE(26),                                clipplane           },
4505     { /* STATE_CLIPPLANE(27)                        */      STATE_CLIPPLANE(27),                                clipplane           },
4506     { /* STATE_CLIPPLANE(28)                        */      STATE_CLIPPLANE(28),                                clipplane           },
4507     { /* STATE_CLIPPLANE(29)                        */      STATE_CLIPPLANE(29),                                clipplane           },
4508     { /* STATE_CLIPPLANE(30)                        */      STATE_CLIPPLANE(30),                                clipplane           },
4509     { /* STATE_CLIPPLANE(31)                        */      STATE_CLIPPLANE(31),                                clipplane           },
4510 };