comctl32: Remove superfluous casts that crept in as well as some older ones.
[wine] / dlls / wined3d / state.c
1
2 /*
3  * Direct3D state management
4  *
5  * Copyright 2002 Lionel Ulmer
6  * Copyright 2002-2005 Jason Edmeades
7  * Copyright 2003-2004 Raphael Junqueira
8  * Copyright 2004 Christian Costa
9  * Copyright 2005 Oliver Stieber
10  * Copyright 2006 Henri Verbeet
11  * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
12  *
13  * This library is free software; you can redistribute it and/or
14  * modify it under the terms of the GNU Lesser General Public
15  * License as published by the Free Software Foundation; either
16  * version 2.1 of the License, or (at your option) any later version.
17  *
18  * This library is distributed in the hope that it will be useful,
19  * but WITHOUT ANY WARRANTY; without even the implied warranty of
20  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
21  * Lesser General Public License for more details.
22  *
23  * You should have received a copy of the GNU Lesser General Public
24  * License along with this library; if not, write to the Free Software
25  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26  */
27
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
34
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37
38 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
39
40 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
41
42 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
43     /* Used for states which are not mapped to a gl state as-is, but used somehow different,
44      * e.g as a parameter for drawing, or which are unimplemented in windows d3d
45      */
46     if(STATE_IS_RENDER(state)) {
47         WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
48         TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
49     } else {
50         /* Shouldn't have an unknown type here */
51         FIXME("%d no direct mapping to gl of state with unknown type\n", state);
52     }
53 }
54
55 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
56     /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
57      * list without causing confusing terminal output. Deliberately no special debug name here
58      * because its undefined.
59      */
60     WARN("undefined state %d\n", state);
61 }
62
63 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
64     WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
65
66     switch(Value) {
67         case WINED3DFILL_POINT:
68             glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
69             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
70             break;
71         case WINED3DFILL_WIREFRAME:
72             glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
73             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
74             break;
75         case WINED3DFILL_SOLID:
76             glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
77             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
78             break;
79         default:
80             FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
81     }
82 }
83
84 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
85     BOOL transformed;
86
87     /* Lighting is not enabled if transformed vertices are drawn
88      * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
89      * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
90      * vertex declaration applying function calls this function for updating
91      */
92
93     if(isStateDirty(context, STATE_VDECL)) {
94         return;
95     }
96
97     transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
98                     stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
99                     stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
100
101     if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
102         glEnable(GL_LIGHTING);
103         checkGLcall("glEnable GL_LIGHTING");
104     } else {
105         glDisable(GL_LIGHTING);
106         checkGLcall("glDisable GL_LIGHTING");
107     }
108 }
109
110 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
111     /* No z test without depth stencil buffers */
112     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
113         TRACE("No Z buffer - disabling depth test\n");
114         glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
115         checkGLcall("glDisable GL_DEPTH_TEST");
116         return;
117     }
118
119     switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
120         case WINED3DZB_FALSE:
121             glDisable(GL_DEPTH_TEST);
122             checkGLcall("glDisable GL_DEPTH_TEST");
123             break;
124         case WINED3DZB_TRUE:
125             glEnable(GL_DEPTH_TEST);
126             checkGLcall("glEnable GL_DEPTH_TEST");
127             break;
128         case WINED3DZB_USEW:
129             glEnable(GL_DEPTH_TEST);
130             checkGLcall("glEnable GL_DEPTH_TEST");
131             FIXME("W buffer is not well handled\n");
132             break;
133         default:
134             FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
135     }
136 }
137
138 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
139     /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
140      * switch
141      */
142     switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
143         case WINED3DCULL_NONE:
144             glDisable(GL_CULL_FACE);
145             checkGLcall("glDisable GL_CULL_FACE");
146             break;
147         case WINED3DCULL_CW:
148             glEnable(GL_CULL_FACE);
149             checkGLcall("glEnable GL_CULL_FACE");
150             glCullFace(GL_FRONT);
151             checkGLcall("glCullFace(GL_FRONT)");
152             break;
153         case WINED3DCULL_CCW:
154             glEnable(GL_CULL_FACE);
155             checkGLcall("glEnable GL_CULL_FACE");
156             glCullFace(GL_BACK);
157             checkGLcall("glCullFace(GL_BACK)");
158             break;
159         default:
160             FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
161     }
162 }
163
164 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
165     switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
166         case WINED3DSHADE_FLAT:
167             glShadeModel(GL_FLAT);
168             checkGLcall("glShadeModel(GL_FLAT)");
169             break;
170         case WINED3DSHADE_GOURAUD:
171             glShadeModel(GL_SMOOTH);
172             checkGLcall("glShadeModel(GL_SMOOTH)");
173             break;
174         case WINED3DSHADE_PHONG:
175             FIXME("WINED3DSHADE_PHONG isn't supported\n");
176             break;
177         default:
178             FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
179     }
180 }
181
182 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
183     if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
184         glEnable(GL_DITHER);
185         checkGLcall("glEnable GL_DITHER");
186     } else {
187         glDisable(GL_DITHER);
188         checkGLcall("glDisable GL_DITHER");
189     }
190 }
191
192 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193     /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
194      * this has to be merged with ZENABLE and ZFUNC
195      */
196     if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
197         glDepthMask(1);
198         checkGLcall("glDepthMask(1)");
199     } else {
200         glDepthMask(0);
201         checkGLcall("glDepthMask(0)");
202     }
203 }
204
205 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
206     int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
207
208     if(glParm) {
209         if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
210             static BOOL once = FALSE;
211             /* There are a few issues with this: First, our inability to
212              * select a proper Z depth, most of the time we're stuck with
213              * D24S8, even if the app selects D32 or D16. There seem to be
214              * some other precision problems which have to be debugged to
215              * make NOTEQUAL and EQUAL work properly
216              */
217             if(!once) {
218                 once = TRUE;
219                 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
220             }
221         }
222
223         glDepthFunc(glParm);
224         checkGLcall("glDepthFunc");
225     }
226 }
227
228 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
229     float col[4];
230     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
231
232     TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
233     glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
234     checkGLcall("glLightModel for MODEL_AMBIENT");
235 }
236
237 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
238     int srcBlend = GL_ZERO;
239     int dstBlend = GL_ZERO;
240     const StaticPixelFormatDesc *rtFormat;
241     IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
242
243     /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
244     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]      ||
245         stateblock->renderState[WINED3DRS_EDGEANTIALIAS]         ||
246         stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
247         const GlPixelFormatDesc *glDesc;
248         getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
249
250         /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
251          * The d3d9 visual test confirms the behavior. */
252         if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
253             glDisable(GL_BLEND);
254             checkGLcall("glDisable GL_BLEND");
255             return;
256         } else {
257             glEnable(GL_BLEND);
258             checkGLcall("glEnable GL_BLEND");
259         }
260     } else {
261         glDisable(GL_BLEND);
262         checkGLcall("glDisable GL_BLEND");
263         /* Nothing more to do - get out */
264         return;
265     };
266
267     switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
268         case WINED3DBLEND_ZERO               : dstBlend = GL_ZERO;  break;
269         case WINED3DBLEND_ONE                : dstBlend = GL_ONE;  break;
270         case WINED3DBLEND_SRCCOLOR           : dstBlend = GL_SRC_COLOR;  break;
271         case WINED3DBLEND_INVSRCCOLOR        : dstBlend = GL_ONE_MINUS_SRC_COLOR;  break;
272         case WINED3DBLEND_SRCALPHA           : dstBlend = GL_SRC_ALPHA;  break;
273         case WINED3DBLEND_INVSRCALPHA        : dstBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
274         case WINED3DBLEND_DESTCOLOR          : dstBlend = GL_DST_COLOR;  break;
275         case WINED3DBLEND_INVDESTCOLOR       : dstBlend = GL_ONE_MINUS_DST_COLOR;  break;
276
277         /* To compensate the lack of format switching with backbuffer offscreen rendering,
278          * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
279          * if the render target doesn't support alpha blending. A nonexistent alpha channel
280          * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
281          */
282         case WINED3DBLEND_DESTALPHA          :
283             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
284             dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
285             break;
286         case WINED3DBLEND_INVDESTALPHA       :
287             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
288             dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
289             break;
290
291         case WINED3DBLEND_SRCALPHASAT        :
292             dstBlend = GL_SRC_ALPHA_SATURATE;
293             WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
294             break;
295
296         /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
297          * values which are still valid up to d3d9. They should not occur as dest blend values
298          */
299         case WINED3DBLEND_BOTHSRCALPHA       : dstBlend = GL_SRC_ALPHA;
300             srcBlend = GL_SRC_ALPHA;
301             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
302             break;
303
304         case WINED3DBLEND_BOTHINVSRCALPHA    : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
305             srcBlend = GL_ONE_MINUS_SRC_ALPHA;
306             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
307             break;
308
309         case WINED3DBLEND_BLENDFACTOR        : dstBlend = GL_CONSTANT_COLOR;   break;
310         case WINED3DBLEND_INVBLENDFACTOR     : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
311         default:
312             FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
313     }
314
315     switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
316         case WINED3DBLEND_ZERO               : srcBlend = GL_ZERO;  break;
317         case WINED3DBLEND_ONE                : srcBlend = GL_ONE;  break;
318         case WINED3DBLEND_SRCCOLOR           : srcBlend = GL_SRC_COLOR;  break;
319         case WINED3DBLEND_INVSRCCOLOR        : srcBlend = GL_ONE_MINUS_SRC_COLOR;  break;
320         case WINED3DBLEND_SRCALPHA           : srcBlend = GL_SRC_ALPHA;  break;
321         case WINED3DBLEND_INVSRCALPHA        : srcBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
322         case WINED3DBLEND_DESTCOLOR          : srcBlend = GL_DST_COLOR;  break;
323         case WINED3DBLEND_INVDESTCOLOR       : srcBlend = GL_ONE_MINUS_DST_COLOR;  break;
324         case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;
325
326         case WINED3DBLEND_DESTALPHA          :
327             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
328             srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
329             break;
330         case WINED3DBLEND_INVDESTALPHA       :
331             rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
332             srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
333             break;
334
335         case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
336             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
337             break;
338
339         case WINED3DBLEND_BOTHINVSRCALPHA    : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
340             dstBlend = GL_SRC_ALPHA;
341             break;
342
343         case WINED3DBLEND_BLENDFACTOR        : srcBlend = GL_CONSTANT_COLOR;   break;
344         case WINED3DBLEND_INVBLENDFACTOR     : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
345         default:
346             FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
347     }
348
349     if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
350        stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
351         glEnable(GL_LINE_SMOOTH);
352         checkGLcall("glEnable(GL_LINE_SMOOTH)");
353         if(srcBlend != GL_SRC_ALPHA) {
354             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
355         }
356         if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
357             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
358         }
359     } else {
360         glDisable(GL_LINE_SMOOTH);
361         checkGLcall("glDisable(GL_LINE_SMOOTH)");
362     }
363
364     /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
365     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
366         state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
367     }
368
369     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
370         int srcBlendAlpha = GL_ZERO;
371         int dstBlendAlpha = GL_ZERO;
372
373         /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
374         if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
375             WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
376             return;
377         }
378
379         switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
380             case WINED3DBLEND_ZERO               : dstBlendAlpha = GL_ZERO;  break;
381             case WINED3DBLEND_ONE                : dstBlendAlpha = GL_ONE;  break;
382             case WINED3DBLEND_SRCCOLOR           : dstBlendAlpha = GL_SRC_COLOR;  break;
383             case WINED3DBLEND_INVSRCCOLOR        : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
384             case WINED3DBLEND_SRCALPHA           : dstBlendAlpha = GL_SRC_ALPHA;  break;
385             case WINED3DBLEND_INVSRCALPHA        : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
386             case WINED3DBLEND_DESTCOLOR          : dstBlendAlpha = GL_DST_COLOR;  break;
387             case WINED3DBLEND_INVDESTCOLOR       : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
388             case WINED3DBLEND_DESTALPHA          : dstBlendAlpha = GL_DST_ALPHA;  break;
389             case WINED3DBLEND_INVDESTALPHA       : dstBlendAlpha = GL_DST_ALPHA;  break;
390             case WINED3DBLEND_SRCALPHASAT        :
391                 dstBlend = GL_SRC_ALPHA_SATURATE;
392                 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
393                 break;
394             /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
395             * values which are still valid up to d3d9. They should not occur as dest blend values
396             */
397             case WINED3DBLEND_BOTHSRCALPHA       :
398                 dstBlendAlpha = GL_SRC_ALPHA;
399                 srcBlendAlpha = GL_SRC_ALPHA;
400                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
401                 break;
402             case WINED3DBLEND_BOTHINVSRCALPHA    :
403                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
404                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
405                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
406                 break;
407             case WINED3DBLEND_BLENDFACTOR        : dstBlendAlpha = GL_CONSTANT_COLOR;   break;
408             case WINED3DBLEND_INVBLENDFACTOR     : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
409             default:
410                 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
411         }
412
413         switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
414             case WINED3DBLEND_ZERO               : srcBlendAlpha = GL_ZERO;  break;
415             case WINED3DBLEND_ONE                : srcBlendAlpha = GL_ONE;  break;
416             case WINED3DBLEND_SRCCOLOR           : srcBlendAlpha = GL_SRC_COLOR;  break;
417             case WINED3DBLEND_INVSRCCOLOR        : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
418             case WINED3DBLEND_SRCALPHA           : srcBlendAlpha = GL_SRC_ALPHA;  break;
419             case WINED3DBLEND_INVSRCALPHA        : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
420             case WINED3DBLEND_DESTCOLOR          : srcBlendAlpha = GL_DST_COLOR;  break;
421             case WINED3DBLEND_INVDESTCOLOR       : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
422             case WINED3DBLEND_SRCALPHASAT        : srcBlendAlpha = GL_SRC_ALPHA_SATURATE;  break;
423             case WINED3DBLEND_DESTALPHA          : srcBlendAlpha = GL_DST_ALPHA;  break;
424             case WINED3DBLEND_INVDESTALPHA       : srcBlendAlpha = GL_DST_ALPHA;  break;
425             case WINED3DBLEND_BOTHSRCALPHA       :
426                 srcBlendAlpha = GL_SRC_ALPHA;
427                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
428                 break;
429             case WINED3DBLEND_BOTHINVSRCALPHA    :
430                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431                 dstBlendAlpha = GL_SRC_ALPHA;
432                 break;
433             case WINED3DBLEND_BLENDFACTOR        : srcBlendAlpha = GL_CONSTANT_COLOR;   break;
434             case WINED3DBLEND_INVBLENDFACTOR     : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
435             default:
436                 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
437         }
438
439         GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
440         checkGLcall("glBlendFuncSeparateEXT");
441     } else {
442         TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
443         glBlendFunc(srcBlend, dstBlend);
444         checkGLcall("glBlendFunc");
445     }
446
447     /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
448         so it may need updating */
449     if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
450         const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
451         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
452     }
453 }
454
455 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
456     WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
457 }
458
459 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
460     float col[4];
461
462     TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
463     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
464     GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
465     checkGLcall("glBlendColor");
466 }
467
468 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
469     int glParm = 0;
470     float ref;
471     BOOL enable_ckey = FALSE;
472
473     IWineD3DSurfaceImpl *surf;
474
475     /* Find out if the texture on the first stage has a ckey set
476      * The alpha state func reads the texture settings, even though alpha and texture are not grouped
477      * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
478      * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
479      * in case it finds some texture+colorkeyenable combination which needs extra care.
480      */
481     if(stateblock->textures[0] && (
482        stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
483        stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
484         surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
485
486         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
487             const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
488             /* The surface conversion does not do color keying conversion for surfaces that have an alpha
489              * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
490              * surface has alpha bits
491              */
492             if(fmt->alphaMask == 0x00000000) {
493                 enable_ckey = TRUE;
494             }
495         }
496     }
497
498     if(enable_ckey || context->last_was_ckey) {
499         const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
500         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
501     }
502     context->last_was_ckey = enable_ckey;
503
504     if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
505         (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
506         glEnable(GL_ALPHA_TEST);
507         checkGLcall("glEnable GL_ALPHA_TEST");
508     } else {
509         glDisable(GL_ALPHA_TEST);
510         checkGLcall("glDisable GL_ALPHA_TEST");
511         /* Alpha test is disabled, don't bother setting the params - it will happen on the next
512          * enable call
513          */
514         return;
515     }
516
517     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
518         glParm = GL_NOTEQUAL;
519         ref = 0.0;
520     } else {
521         ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
522         glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
523     }
524     if(glParm) {
525         glAlphaFunc(glParm, ref);
526         checkGLcall("glAlphaFunc");
527     }
528 }
529
530 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
531     DWORD enable  = 0xFFFFFFFF;
532     DWORD disable = 0x00000000;
533
534     if (use_vs(stateblock->wineD3DDevice)) {
535         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
536          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
537          * conditions I got sick of tracking down. The shader state handler disables all clip planes because
538          * of that - don't do anything here and keep them disabled
539          */
540         if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
541             static BOOL warned = FALSE;
542             if(!warned) {
543                 FIXME("Clipping not supported with vertex shaders\n");
544                 warned = TRUE;
545             }
546         }
547         return;
548     }
549
550     /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
551      * of already set values
552      */
553
554     /* If enabling / disabling all
555      * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
556      */
557     if (stateblock->renderState[WINED3DRS_CLIPPING]) {
558         enable  = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
559         disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
560         if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
561             glDisable(GL_DEPTH_CLAMP_NV);
562             checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
563         }
564     } else {
565         disable = 0xffffffff;
566         enable  = 0x00;
567         if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
568             glEnable(GL_DEPTH_CLAMP_NV);
569             checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
570         }
571     }
572
573     if (enable & WINED3DCLIPPLANE0)  { glEnable(GL_CLIP_PLANE0);  checkGLcall("glEnable(clip plane 0)"); }
574     if (enable & WINED3DCLIPPLANE1)  { glEnable(GL_CLIP_PLANE1);  checkGLcall("glEnable(clip plane 1)"); }
575     if (enable & WINED3DCLIPPLANE2)  { glEnable(GL_CLIP_PLANE2);  checkGLcall("glEnable(clip plane 2)"); }
576     if (enable & WINED3DCLIPPLANE3)  { glEnable(GL_CLIP_PLANE3);  checkGLcall("glEnable(clip plane 3)"); }
577     if (enable & WINED3DCLIPPLANE4)  { glEnable(GL_CLIP_PLANE4);  checkGLcall("glEnable(clip plane 4)"); }
578     if (enable & WINED3DCLIPPLANE5)  { glEnable(GL_CLIP_PLANE5);  checkGLcall("glEnable(clip plane 5)"); }
579
580     if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
581     if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
582     if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
583     if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
584     if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
585     if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
586
587     /** update clipping status */
588     if (enable) {
589         stateblock->clip_status.ClipUnion = 0;
590         stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
591     } else {
592         stateblock->clip_status.ClipUnion = 0;
593         stateblock->clip_status.ClipIntersection = 0;
594     }
595 }
596
597 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
598     WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
599 }
600
601 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
602     int blendEquation = GL_FUNC_ADD;
603     int blendEquationAlpha = GL_FUNC_ADD;
604
605     /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
606     if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
607         WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
608         return;
609     }
610
611     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
612         case WINED3DBLENDOP_ADD              : blendEquation = GL_FUNC_ADD;              break;
613         case WINED3DBLENDOP_SUBTRACT         : blendEquation = GL_FUNC_SUBTRACT;         break;
614         case WINED3DBLENDOP_REVSUBTRACT      : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
615         case WINED3DBLENDOP_MIN              : blendEquation = GL_MIN;                   break;
616         case WINED3DBLENDOP_MAX              : blendEquation = GL_MAX;                   break;
617         default:
618             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
619     }
620
621     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
622         case WINED3DBLENDOP_ADD              : blendEquationAlpha = GL_FUNC_ADD;              break;
623         case WINED3DBLENDOP_SUBTRACT         : blendEquationAlpha = GL_FUNC_SUBTRACT;         break;
624         case WINED3DBLENDOP_REVSUBTRACT      : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
625         case WINED3DBLENDOP_MIN              : blendEquationAlpha = GL_MIN;                   break;
626         case WINED3DBLENDOP_MAX              : blendEquationAlpha = GL_MAX;                   break;
627         default:
628             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
629     }
630
631     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
632         TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
633         GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
634         checkGLcall("glBlendEquationSeparateEXT");
635     } else {
636         TRACE("glBlendEquation(%x)\n", blendEquation);
637         GL_EXTCALL(glBlendEquationEXT(blendEquation));
638         checkGLcall("glBlendEquation");
639     }
640 }
641
642 static void
643 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
644     /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
645      * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
646      * specular color. This is wrong:
647      * Separate specular color means the specular colour is maintained separately, whereas
648      * single color means it is merged in. However in both cases they are being used to
649      * some extent.
650      * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
651      * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
652      * running 1.4 yet!
653      *
654      *
655      * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
656      * Instead, we need to setup the FinalCombiner properly.
657      *
658      * The default setup for the FinalCombiner is:
659      *
660      * <variable>       <input>                             <mapping>               <usage>
661      * GL_VARIABLE_A_NV GL_FOG,                             GL_UNSIGNED_IDENTITY_NV GL_ALPHA
662      * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV   GL_UNSIGNED_IDENTITY_NV GL_RGB
663      * GL_VARIABLE_C_NV GL_FOG                              GL_UNSIGNED_IDENTITY_NV GL_RGB
664      * GL_VARIABLE_D_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
665      * GL_VARIABLE_E_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
666      * GL_VARIABLE_F_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
667      * GL_VARIABLE_G_NV GL_SPARE0_NV                        GL_UNSIGNED_IDENTITY_NV GL_ALPHA
668      *
669      * That's pretty much fine as it is, except for variable B, which needs to take
670      * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
671      * whether WINED3DRS_SPECULARENABLE is enabled or not.
672      */
673
674     TRACE("Setting specular enable state and materials\n");
675     if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
676         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
677         checkGLcall("glMaterialfv");
678
679         if(stateblock->material.Power > GL_LIMITS(shininess)) {
680             /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
681              * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
682              * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
683              * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
684              * them, it should be safe to do so without major visual distortions.
685              */
686             WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
687             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
688         } else {
689             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
690         }
691         checkGLcall("glMaterialf(GL_SHININESS)");
692
693         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
694             glEnable(GL_COLOR_SUM_EXT);
695         } else {
696             TRACE("Specular colors cannot be enabled in this version of opengl\n");
697         }
698         checkGLcall("glEnable(GL_COLOR_SUM)");
699
700         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
701             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
702             checkGLcall("glFinalCombinerInputNV()");
703         }
704     } else {
705         float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
706
707         /* for the case of enabled lighting: */
708         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
709         checkGLcall("glMaterialfv");
710
711         /* for the case of disabled lighting: */
712         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
713             glDisable(GL_COLOR_SUM_EXT);
714         } else {
715             TRACE("Specular colors cannot be disabled in this version of opengl\n");
716         }
717         checkGLcall("glDisable(GL_COLOR_SUM)");
718
719         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
720             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
721             checkGLcall("glFinalCombinerInputNV()");
722         }
723     }
724
725     TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
726           stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
727     TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
728           stateblock->material.Ambient.b, stateblock->material.Ambient.a);
729     TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
730           stateblock->material.Specular.b, stateblock->material.Specular.a);
731     TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
732           stateblock->material.Emissive.b, stateblock->material.Emissive.a);
733
734     glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
735     checkGLcall("glMaterialfv(GL_AMBIENT)");
736     glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
737     checkGLcall("glMaterialfv(GL_DIFFUSE)");
738     glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
739     checkGLcall("glMaterialfv(GL_EMISSION)");
740 }
741
742 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
743     unsigned int i;
744
745     /* Note the texture color applies to all textures whereas
746      * GL_TEXTURE_ENV_COLOR applies to active only
747      */
748     float col[4];
749     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
750
751     /* And now the default texture color as well */
752     for (i = 0; i < GL_LIMITS(texture_stages); i++) {
753         /* Note the WINED3DRS value applies to all textures, but GL has one
754             * per texture, so apply it now ready to be used!
755             */
756         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
757             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
758             checkGLcall("glActiveTextureARB");
759         } else if (i>0) {
760             FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
761         }
762
763         glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
764         checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
765     }
766 }
767
768 static void
769 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
770     glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
771     checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
772     GL_EXTCALL(glActiveStencilFaceEXT(face));
773     checkGLcall("glActiveStencilFaceEXT(...)");
774     glStencilFunc(func, ref, mask);
775     checkGLcall("glStencilFunc(...)");
776     glStencilOp(stencilFail, depthFail, stencilPass);
777     checkGLcall("glStencilOp(...)");
778 }
779
780 static void
781 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
782     DWORD onesided_enable = FALSE;
783     DWORD twosided_enable = FALSE;
784     GLint func = GL_ALWAYS;
785     GLint func_ccw = GL_ALWAYS;
786     GLint ref = 0;
787     GLuint mask = 0;
788     GLint stencilFail = GL_KEEP;
789     GLint depthFail = GL_KEEP;
790     GLint stencilPass = GL_KEEP;
791     GLint stencilFail_ccw = GL_KEEP;
792     GLint depthFail_ccw = GL_KEEP;
793     GLint stencilPass_ccw = GL_KEEP;
794
795     /* No stencil test without a stencil buffer */
796     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
797         glDisable(GL_STENCIL_TEST);
798         checkGLcall("glDisable GL_STENCIL_TEST");
799         return;
800     }
801
802     onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
803     twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
804     if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
805         func = GL_ALWAYS;
806     if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
807         func_ccw = GL_ALWAYS;
808     ref = stateblock->renderState[WINED3DRS_STENCILREF];
809     mask = stateblock->renderState[WINED3DRS_STENCILMASK];
810     stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
811     depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
812     stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
813     stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
814     depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
815     stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
816
817     TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
818           "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
819           "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
820     onesided_enable, twosided_enable, ref, mask,
821     func, stencilFail, depthFail, stencilPass,
822     func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
823
824     if (twosided_enable && onesided_enable) {
825         glEnable(GL_STENCIL_TEST);
826         checkGLcall("glEnable GL_STENCIL_TEST");
827
828         if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
829             /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
830              * which has an effect on the code below too. If we apply the front face
831              * afterwards, we are sure that the active stencil face is set to front,
832              * and other stencil functions which do not use two sided stencil do not have
833              * to set it back
834              */
835             renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
836                                          stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
837             renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
838                                          stencilFail, depthFail, stencilPass);
839         } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
840             GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
841             checkGLcall("glStencilFuncSeparateATI(...)");
842             GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
843             checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
844             GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
845             checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
846         } else {
847             ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
848         }
849     } else if(onesided_enable) {
850         if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
851             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
852             checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
853         }
854
855         /* This code disables the ATI extension as well, since the standard stencil functions are equal
856          * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
857          */
858         glEnable(GL_STENCIL_TEST);
859         checkGLcall("glEnable GL_STENCIL_TEST");
860         glStencilFunc(func, ref, mask);
861         checkGLcall("glStencilFunc(...)");
862         glStencilOp(stencilFail, depthFail, stencilPass);
863         checkGLcall("glStencilOp(...)");
864     } else {
865         glDisable(GL_STENCIL_TEST);
866         checkGLcall("glDisable GL_STENCIL_TEST");
867     }
868 }
869
870 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
871     DWORD mask;
872
873     if(stateblock->wineD3DDevice->stencilBufferTarget) {
874         mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
875     } else {
876         mask = 0;
877     }
878
879     GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
880     checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
881     glStencilMask(mask);
882     checkGLcall("glStencilMask");
883     GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
884     checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
885     glStencilMask(mask);
886 }
887
888 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
889     DWORD mask;
890
891     if(stateblock->wineD3DDevice->stencilBufferTarget) {
892         mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
893     } else {
894         mask = 0;
895     }
896
897     glStencilMask(mask);
898     checkGLcall("glStencilMask");
899 }
900
901 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
902     BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
903     BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
904                   && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
905     float fogstart, fogend;
906
907     union {
908         DWORD d;
909         float f;
910     } tmpvalue;
911
912     if (!fogenable) {
913         /* No fog? Disable it, and we're done :-) */
914         glDisable(GL_FOG);
915         checkGLcall("glDisable GL_FOG");
916         if( use_ps(stateblock->wineD3DDevice)
917                 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
918             /* disable fog in the pixel shader
919              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
920              * -1/(e-s) and e/(e-s) respectively.
921              */
922             glFogf(GL_FOG_START, 0.0f);
923             checkGLcall("glFogf(GL_FOG_START, fogstart)");
924             glFogf(GL_FOG_END, 1.0f);
925             checkGLcall("glFogf(GL_FOG_END, fogend)");
926         }
927         return;
928     }
929
930     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
931     fogstart = tmpvalue.f;
932     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
933     fogend = tmpvalue.f;
934
935     /* Fog Rules:
936      *
937      * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
938      * It can use the Z value of the vertex, or the alpha component of the specular color.
939      * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
940      * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
941      * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
942      *
943      * FOGTABLEMODE != NONE:
944      *  The Z value is used, with the equation specified, no matter what vertex type.
945      *
946      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
947      *  Per vertex fog is calculated using the specified fog equation and the parameters
948      *
949      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
950      * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
951      *  Linear fog with start = 255.0, end = 0.0, input comes from the specular color
952      *
953      *
954      * Rules for vertex fog with shaders:
955      *
956      * When mixing fixed function functionality with the programmable pipeline, D3D expects
957      * the fog computation to happen during transformation while openGL expects it to happen
958      * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
959      * the pixel shader while openGL always expects the pixel shader to handle the blending.
960      * To solve this problem, WineD3D does:
961      * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
962      * shader,
963      * and 2) disables the fog computation (in either the fixed function or programmable
964      * rasterizer) if using a vertex program.
965      *
966      *
967      * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
968      * without shaders).
969      */
970
971     if( is_ps3 ) {
972         if( !use_vs(stateblock->wineD3DDevice)
973                 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
974             FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
975         }
976     }
977
978     if (use_vs(stateblock->wineD3DDevice)
979             && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
980         if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
981             if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
982             /* Disable fog */
983             fogenable = FALSE;
984         } else {
985             /* Set fog computation in the rasterizer to pass through the value (just blend it) */
986             glFogi(GL_FOG_MODE, GL_LINEAR);
987             checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
988             fogstart = 1.0;
989             fogend = 0.0;
990         }
991
992         if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
993             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
994             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
995             context->fog_coord = FALSE;
996         }
997         context->last_was_foggy_shader = TRUE;
998     }
999     else if( use_ps(stateblock->wineD3DDevice) ) {
1000         /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1001          * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
1002          */
1003         WINED3DFOGMODE mode;
1004         context->last_was_foggy_shader = FALSE;
1005
1006         /* If both fogmodes are set use the table fog mode */
1007         if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1008             mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
1009         else
1010             mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
1011
1012         switch (mode) {
1013             case WINED3DFOG_EXP:
1014             case WINED3DFOG_EXP2:
1015                 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
1016                 /* Disable fog */
1017                 fogenable = FALSE;
1018                 break;
1019
1020             case WINED3DFOG_LINEAR:
1021                 fogstart = -1.0f/(fogend-fogstart);
1022                 fogend *= -fogstart;
1023                 break;
1024
1025             case WINED3DFOG_NONE:
1026                 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
1027                 /* Disable fog */
1028                 fogenable = FALSE;
1029                 break;
1030             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1031         }
1032
1033         if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1034             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1035             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1036             context->fog_coord = FALSE;
1037         }
1038     }
1039     /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1040      * the system will apply only pixel(=table) fog effects."
1041      */
1042     else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1043         glHint(GL_FOG_HINT, GL_FASTEST);
1044         checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
1045         context->last_was_foggy_shader = FALSE;
1046
1047         switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1048             /* If processed vertices are used, fall through to the NONE case */
1049             case WINED3DFOG_EXP:  {
1050                 if(!context->last_was_rhw) {
1051                     glFogi(GL_FOG_MODE, GL_EXP);
1052                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1053                     if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1054                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1055                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1056                         context->fog_coord = FALSE;
1057                     }
1058                     break;
1059                 }
1060             }
1061             case WINED3DFOG_EXP2: {
1062                 if(!context->last_was_rhw) {
1063                     glFogi(GL_FOG_MODE, GL_EXP2);
1064                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1065                     if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1066                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1067                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1068                         context->fog_coord = FALSE;
1069                     }
1070                     break;
1071                 }
1072             }
1073             case WINED3DFOG_LINEAR: {
1074                 if(!context->last_was_rhw) {
1075                     glFogi(GL_FOG_MODE, GL_LINEAR);
1076                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1077                     if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1078                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1079                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1080                         context->fog_coord = FALSE;
1081                     }
1082                     break;
1083                 }
1084             }
1085             case WINED3DFOG_NONE: {
1086                 /* Both are none? According to msdn the alpha channel of the specular
1087                  * color contains a fog factor. Set it in drawStridedSlow.
1088                  * Same happens with Vertexfog on transformed vertices
1089                  */
1090                 if(GL_SUPPORT(EXT_FOG_COORD)) {
1091                     if(context->fog_coord == FALSE) {
1092                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1093                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1094                         context->fog_coord = TRUE;
1095                     }
1096                     glFogi(GL_FOG_MODE, GL_LINEAR);
1097                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1098                     fogstart = 0xff;
1099                     fogend = 0x0;
1100                 } else {
1101                     /* Disable GL fog, handle this in software in drawStridedSlow */
1102                     fogenable = FALSE;
1103                 }
1104                 break;
1105             }
1106             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1107         }
1108     } else {
1109         glHint(GL_FOG_HINT, GL_NICEST);
1110         checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
1111         context->last_was_foggy_shader = FALSE;
1112
1113         switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1114             case WINED3DFOG_EXP:
1115                 glFogi(GL_FOG_MODE, GL_EXP);
1116                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1117                 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1118                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1119                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1120                     context->fog_coord = FALSE;
1121                 }
1122                 break;
1123
1124             case WINED3DFOG_EXP2:
1125                 glFogi(GL_FOG_MODE, GL_EXP2);
1126                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1127                 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1128                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1129                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1130                     context->fog_coord = FALSE;
1131                 }
1132                 break;
1133
1134             case WINED3DFOG_LINEAR:
1135                 glFogi(GL_FOG_MODE, GL_LINEAR);
1136                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1137                 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1138                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1139                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1140                     context->fog_coord = FALSE;
1141                 }
1142                 break;
1143
1144             case WINED3DFOG_NONE:   /* Won't happen */
1145             default:
1146                 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1147         }
1148     }
1149
1150     if(fogenable) {
1151         glEnable(GL_FOG);
1152         checkGLcall("glEnable GL_FOG");
1153
1154         if(fogstart != fogend)
1155         {
1156             glFogfv(GL_FOG_START, &fogstart);
1157             checkGLcall("glFogf(GL_FOG_START, fogstart)");
1158             TRACE("Fog Start == %f\n", fogstart);
1159
1160             glFogfv(GL_FOG_END, &fogend);
1161             checkGLcall("glFogf(GL_FOG_END, fogend)");
1162             TRACE("Fog End == %f\n", fogend);
1163         }
1164         else
1165         {
1166             glFogf(GL_FOG_START, -1.0 / 0.0);
1167             checkGLcall("glFogf(GL_FOG_START, fogstart)");
1168             TRACE("Fog Start == %f\n", fogstart);
1169
1170             glFogf(GL_FOG_END, 0.0);
1171             checkGLcall("glFogf(GL_FOG_END, fogend)");
1172             TRACE("Fog End == %f\n", fogend);
1173         }
1174     } else {
1175         glDisable(GL_FOG);
1176         checkGLcall("glDisable GL_FOG");
1177         if( use_ps(stateblock->wineD3DDevice) ) {
1178             /* disable fog in the pixel shader
1179              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1180              * -1/(e-s) and e/(e-s) respectively.
1181              */
1182             glFogf(GL_FOG_START, 0.0f);
1183             checkGLcall("glFogf(GL_FOG_START, fogstart)");
1184             glFogf(GL_FOG_END, 1.0f);
1185             checkGLcall("glFogf(GL_FOG_END, fogend)");
1186         }
1187     }
1188 }
1189
1190 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1191     if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1192         WARN("Range fog enabled, but not supported by this opengl implementation\n");
1193     }
1194 }
1195
1196 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1197     if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1198         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1199         checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1200     } else {
1201         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1202         checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1203     }
1204 }
1205
1206 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1207     float col[4];
1208     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1209     glFogfv(GL_FOG_COLOR, &col[0]);
1210     checkGLcall("glFog GL_FOG_COLOR");
1211 }
1212
1213 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1214     union {
1215         DWORD d;
1216         float f;
1217     } tmpvalue;
1218     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1219     glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1220     checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1221 }
1222
1223 /* TODO: Merge with primitive type + init_materials()!! */
1224 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1225     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1226     GLenum Parm = 0;
1227     WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1228     BOOL isDiffuseSupplied;
1229
1230     /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1231      * The vertex declaration will call this function if the fixed function pipeline is used.
1232      */
1233
1234     if(isStateDirty(context, STATE_VDECL)) {
1235         return;
1236     }
1237
1238     isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1239
1240     context->num_untracked_materials = 0;
1241     if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1242         TRACE("diff %d, amb %d, emis %d, spec %d\n",
1243               stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1244               stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1245               stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1246               stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1247
1248         if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1249             if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1250                 Parm = GL_AMBIENT_AND_DIFFUSE;
1251             } else {
1252                 Parm = GL_DIFFUSE;
1253             }
1254             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1255                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1256                 context->num_untracked_materials++;
1257             }
1258             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1259                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1260                 context->num_untracked_materials++;
1261             }
1262         } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1263             Parm = GL_AMBIENT;
1264             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1265                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1266                 context->num_untracked_materials++;
1267             }
1268             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1269                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1270                 context->num_untracked_materials++;
1271             }
1272         } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1273             Parm = GL_EMISSION;
1274             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1275                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1276                 context->num_untracked_materials++;
1277             }
1278         } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1279             Parm = GL_SPECULAR;
1280         }
1281     }
1282
1283     /* Nothing changed, return. */
1284     if (Parm == context->tracking_parm) return;
1285
1286     if(!Parm) {
1287         glDisable(GL_COLOR_MATERIAL);
1288         checkGLcall("glDisable GL_COLOR_MATERIAL");
1289     } else {
1290         glColorMaterial(GL_FRONT_AND_BACK, Parm);
1291         checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1292         glEnable(GL_COLOR_MATERIAL);
1293         checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1294     }
1295
1296     /* Apparently calls to glMaterialfv are ignored for properties we're
1297      * tracking with glColorMaterial, so apply those here. */
1298     switch (context->tracking_parm) {
1299         case GL_AMBIENT_AND_DIFFUSE:
1300             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1301             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1302             checkGLcall("glMaterialfv");
1303             break;
1304
1305         case GL_DIFFUSE:
1306             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1307             checkGLcall("glMaterialfv");
1308             break;
1309
1310         case GL_AMBIENT:
1311             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1312             checkGLcall("glMaterialfv");
1313             break;
1314
1315         case GL_EMISSION:
1316             glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1317             checkGLcall("glMaterialfv");
1318             break;
1319
1320         case GL_SPECULAR:
1321             /* Only change material color if specular is enabled, otherwise it is set to black */
1322             if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1323                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1324                 checkGLcall("glMaterialfv");
1325             } else {
1326                 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1327                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1328                 checkGLcall("glMaterialfv");
1329             }
1330             break;
1331     }
1332
1333     context->tracking_parm = Parm;
1334 }
1335
1336 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1337     union {
1338         DWORD                 d;
1339         WINED3DLINEPATTERN    lp;
1340     } tmppattern;
1341     tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1342
1343     TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1344
1345     if (tmppattern.lp.wRepeatFactor) {
1346         glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1347         checkGLcall("glLineStipple(repeat, linepattern)");
1348         glEnable(GL_LINE_STIPPLE);
1349         checkGLcall("glEnable(GL_LINE_STIPPLE);");
1350     } else {
1351         glDisable(GL_LINE_STIPPLE);
1352         checkGLcall("glDisable(GL_LINE_STIPPLE);");
1353     }
1354 }
1355
1356 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1357     union {
1358         DWORD d;
1359         float f;
1360     } tmpvalue;
1361
1362     if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1363         tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1364         TRACE("ZBias value %f\n", tmpvalue.f);
1365         glPolygonOffset(0, -tmpvalue.f);
1366         checkGLcall("glPolygonOffset(0, -Value)");
1367         glEnable(GL_POLYGON_OFFSET_FILL);
1368         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1369         glEnable(GL_POLYGON_OFFSET_LINE);
1370         checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1371         glEnable(GL_POLYGON_OFFSET_POINT);
1372         checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1373     } else {
1374         glDisable(GL_POLYGON_OFFSET_FILL);
1375         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1376         glDisable(GL_POLYGON_OFFSET_LINE);
1377         checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1378         glDisable(GL_POLYGON_OFFSET_POINT);
1379         checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1380     }
1381 }
1382
1383
1384 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1385     if(isStateDirty(context, STATE_VDECL)) {
1386         return;
1387     }
1388     /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1389      * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1390      * by zero and is not properly defined in opengl, so avoid it
1391      */
1392     if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1393         stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1394         stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1395         glEnable(GL_NORMALIZE);
1396         checkGLcall("glEnable(GL_NORMALIZE);");
1397     } else {
1398         glDisable(GL_NORMALIZE);
1399         checkGLcall("glDisable(GL_NORMALIZE);");
1400     }
1401 }
1402
1403 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1404     union {
1405         DWORD d;
1406         float f;
1407     } tmpvalue;
1408
1409     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1410     if(tmpvalue.f != 1.0) {
1411         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1412     }
1413 }
1414
1415 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1416     union {
1417         DWORD d;
1418         float f;
1419     } tmpvalue;
1420
1421     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1422     GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1423     checkGLcall("glPointParameterfEXT(...)");
1424 }
1425
1426 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1427     union {
1428         DWORD d;
1429         float f;
1430     } tmpvalue;
1431
1432     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1433     GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1434     checkGLcall("glPointParameterfARB(...)");
1435 }
1436
1437 static void state_psizemax_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1438     union {
1439         DWORD d;
1440         float f;
1441     } tmpvalue;
1442
1443     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1444     GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1445     checkGLcall("glPointParameterfARB(...)");
1446 }
1447
1448 static void state_psizemax_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1449     union {
1450         DWORD d;
1451         float f;
1452     } tmpvalue;
1453
1454     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1455     GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1456     checkGLcall("glPointParameterfEXT(...)");
1457 }
1458
1459 static void state_psizemax_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1460     union {
1461         DWORD d;
1462         float f;
1463     } tmpvalue;
1464
1465     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1466     if(tmpvalue.f != 64.0) {
1467         FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1468     }
1469 }
1470
1471 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1472     /* TODO: Group this with the viewport */
1473     /*
1474      * POINTSCALEENABLE controls how point size value is treated. If set to
1475      * true, the point size is scaled with respect to height of viewport.
1476      * When set to false point size is in pixels.
1477      */
1478
1479     /* Default values */
1480     GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1481     union {
1482         DWORD d;
1483         float f;
1484     } pointSize, A, B, C;
1485
1486     pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1487     A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1488     B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1489     C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1490
1491     if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1492         GLfloat scaleFactor;
1493         float h = stateblock->viewport.Height;
1494
1495         if(pointSize.f < GL_LIMITS(pointsizemin)) {
1496             /*
1497              * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1498              * 0.0f. This means that OpenGL will clamp really small point sizes to the
1499              * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1500              * are less than 1.0f. scale_factor =  1.0f / point_size.
1501              */
1502             scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1503             /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1504              * is 1.0, but then accepts points below that and draws too small points
1505              */
1506             pointSize.f = GL_LIMITS(pointsizemin);
1507         } else if(pointSize.f > GL_LIMITS(pointsize)) {
1508             /* gl already scales the input to glPointSize,
1509              * d3d scales the result after the point size scale.
1510              * If the point size is bigger than the max size, use the
1511              * scaling to scale it bigger, and set the gl point size to max
1512              */
1513             scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1514             TRACE("scale: %f\n", scaleFactor);
1515             pointSize.f = GL_LIMITS(pointsize);
1516         } else {
1517             scaleFactor = 1.0f;
1518         }
1519         scaleFactor = pow(h * scaleFactor, 2);
1520
1521         att[0] = A.f / scaleFactor;
1522         att[1] = B.f / scaleFactor;
1523         att[2] = C.f / scaleFactor;
1524     }
1525
1526     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1527         GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1528         checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1529     }
1530     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1531         GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1532         checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1533     } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1534         WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1535     }
1536
1537     glPointSize(pointSize.f);
1538     checkGLcall("glPointSize(...);");
1539 }
1540
1541 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1542     DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1543
1544     TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1545         Value & WINED3DCOLORWRITEENABLE_RED   ? 1 : 0,
1546         Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1547         Value & WINED3DCOLORWRITEENABLE_BLUE  ? 1 : 0,
1548         Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1549     glColorMask(Value & WINED3DCOLORWRITEENABLE_RED   ? GL_TRUE : GL_FALSE,
1550                 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1551                 Value & WINED3DCOLORWRITEENABLE_BLUE  ? GL_TRUE : GL_FALSE,
1552                 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1553     checkGLcall("glColorMask(...)");
1554
1555     /* depends on WINED3DRS_COLORWRITEENABLE. */
1556     if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1557        stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1558        stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1559         ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1560             stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1561             stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1562             stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1563     }
1564 }
1565
1566 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1567     if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1568         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1569         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1570     } else {
1571         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1572         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1573     }
1574 }
1575
1576 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1577     if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1578         TRACE("Last Pixel Drawing Enabled\n");
1579     } else {
1580         static BOOL first = TRUE;
1581         if(first) {
1582             FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1583             first = FALSE;
1584         } else {
1585             TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1586         }
1587     }
1588 }
1589
1590 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1591     /* TODO: NV_POINT_SPRITE */
1592     if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1593         TRACE("Point sprites not supported\n");
1594     }
1595 }
1596
1597 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1598     if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1599         glEnable(GL_POINT_SPRITE_ARB);
1600         checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1601     } else {
1602         glDisable(GL_POINT_SPRITE_ARB);
1603         checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1604     }
1605 }
1606
1607 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1608     /**
1609      http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1610      http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1611      Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1612      http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1613
1614      so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1615      */
1616     TRACE("Stub\n");
1617     if(stateblock->renderState[WINED3DRS_WRAP0] ||
1618        stateblock->renderState[WINED3DRS_WRAP1] ||
1619        stateblock->renderState[WINED3DRS_WRAP2] ||
1620        stateblock->renderState[WINED3DRS_WRAP3] ||
1621        stateblock->renderState[WINED3DRS_WRAP4] ||
1622        stateblock->renderState[WINED3DRS_WRAP5] ||
1623        stateblock->renderState[WINED3DRS_WRAP6] ||
1624        stateblock->renderState[WINED3DRS_WRAP7] ||
1625        stateblock->renderState[WINED3DRS_WRAP8] ||
1626        stateblock->renderState[WINED3DRS_WRAP9] ||
1627        stateblock->renderState[WINED3DRS_WRAP10] ||
1628        stateblock->renderState[WINED3DRS_WRAP11] ||
1629        stateblock->renderState[WINED3DRS_WRAP12] ||
1630        stateblock->renderState[WINED3DRS_WRAP13] ||
1631        stateblock->renderState[WINED3DRS_WRAP14] ||
1632        stateblock->renderState[WINED3DRS_WRAP15] ) {
1633         FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1634     }
1635 }
1636
1637 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1638     if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1639         WARN("Multisample antialiasing not supported by gl\n");
1640     }
1641 }
1642
1643 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1644     if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1645         glEnable(GL_MULTISAMPLE_ARB);
1646         checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1647     } else {
1648         glDisable(GL_MULTISAMPLE_ARB);
1649         checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1650     }
1651 }
1652
1653 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1654     if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1655         glEnable(GL_SCISSOR_TEST);
1656         checkGLcall("glEnable(GL_SCISSOR_TEST)");
1657     } else {
1658         glDisable(GL_SCISSOR_TEST);
1659         checkGLcall("glDisable(GL_SCISSOR_TEST)");
1660     }
1661 }
1662
1663 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1664     union {
1665         DWORD d;
1666         float f;
1667     } tmpvalue;
1668
1669     if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1670        stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1671         tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1672         glEnable(GL_POLYGON_OFFSET_FILL);
1673         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1674         glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1675         checkGLcall("glPolygonOffset(...)");
1676     } else {
1677         glDisable(GL_POLYGON_OFFSET_FILL);
1678         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1679     }
1680 }
1681
1682 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1683     if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1684         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1685         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1686     } else {
1687         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1688         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1689     }
1690 }
1691
1692 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1693     TRACE("Stub\n");
1694     if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1695         FIXME(" Stippled Alpha not supported yet.\n");
1696 }
1697
1698 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1699     TRACE("Stub\n");
1700     if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1701         FIXME(" Antialias not supported yet.\n");
1702 }
1703
1704 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1705     TRACE("Stub\n");
1706     if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1707         FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1708 }
1709
1710 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1711     TRACE("Stub\n");
1712     if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1713         FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1714 }
1715
1716 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1717     union {
1718         DWORD d;
1719         float f;
1720     } tmpvalue;
1721     tmpvalue.f = 1.0f;
1722
1723     TRACE("Stub\n");
1724     if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1725     {
1726         static BOOL displayed = FALSE;
1727
1728         tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1729         if(!displayed)
1730             FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1731
1732         displayed = TRUE;
1733     }
1734 }
1735
1736 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1737     TRACE("Stub\n");
1738     if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1739         FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1740 }
1741
1742 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1743     TRACE("Stub\n");
1744     if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1745         FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1746 }
1747
1748 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1749     TRACE("Stub\n");
1750     if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1751         FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1752 }
1753
1754 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1755     if(stateblock->renderState[WINED3DRS_WRAPU]) {
1756         FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1757     }
1758 }
1759
1760 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1761     if(stateblock->renderState[WINED3DRS_WRAPV]) {
1762         FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1763     }
1764 }
1765
1766 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1767     if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1768         FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1769     }
1770 }
1771
1772 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1773     if(stateblock->renderState[WINED3DRS_ROP2]) {
1774         FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1775     }
1776 }
1777
1778 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1779     if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1780         FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1781     }
1782 }
1783
1784 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1785     if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1786         FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1787     }
1788 }
1789
1790 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1791     if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1792         FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1793     }
1794 }
1795
1796 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1797     if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1798         FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1799     }
1800 }
1801
1802 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1803     if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1804         FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1805     }
1806 }
1807
1808 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1809     if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1810         FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1811     }
1812 }
1813
1814 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1815     if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1816         FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1817     }
1818 }
1819
1820 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1821     if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1822         FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1823     }
1824 }
1825
1826 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1827     if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1828         FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1829     }
1830 }
1831
1832 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1833     if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1834         FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1835     }
1836 }
1837
1838 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1839     if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1840         FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1841     }
1842 }
1843
1844 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1845 #if defined (GL_VERSION_1_3)
1846 # define useext(A) A
1847 #elif defined (GL_EXT_texture_env_combine)
1848 # define useext(A) A##_EXT
1849 #elif defined (GL_ARB_texture_env_combine)
1850 # define useext(A) A##_ARB
1851 #endif
1852
1853 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1854     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1855     * input should be used for all input components. The WINED3DTA_COMPLEMENT
1856     * flag specifies the complement of the input should be used. */
1857     BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1858     BOOL complement = arg & WINED3DTA_COMPLEMENT;
1859
1860     /* Calculate the operand */
1861     if (complement) {
1862         if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1863         else *operand = GL_ONE_MINUS_SRC_COLOR;
1864     } else {
1865         if (from_alpha) *operand = GL_SRC_ALPHA;
1866         else *operand = GL_SRC_COLOR;
1867     }
1868
1869     /* Calculate the source */
1870     switch (arg & WINED3DTA_SELECTMASK) {
1871         case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1872         case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1873         case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1874         case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1875         case WINED3DTA_SPECULAR:
1876             /*
1877             * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1878             * 'Secondary color' and isn't supported until base GL supports it
1879             * There is no concept of temp registers as far as I can tell
1880             */
1881             FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1882             *source = GL_TEXTURE;
1883             break;
1884         default:
1885             FIXME("Unrecognized texture arg %#x\n", arg);
1886             *source = GL_TEXTURE;
1887             break;
1888     }
1889 }
1890
1891 /* Setup the texture operations texture stage states */
1892 static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1893 {
1894     GLenum src1, src2, src3;
1895     GLenum opr1, opr2, opr3;
1896     GLenum comb_target;
1897     GLenum src0_target, src1_target, src2_target;
1898     GLenum opr0_target, opr1_target, opr2_target;
1899     GLenum scal_target;
1900     GLenum opr=0, invopr, src3_target, opr3_target;
1901     BOOL Handled = FALSE;
1902     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1903     IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
1904
1905     TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1906
1907     /* This is called by a state handler which has the gl lock held and a context for the thread */
1908
1909         /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1910     the form (a1 <operation> a2). However, some of the more complex operations
1911     take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1912     in a third parameter called a0. Therefore these are operations of the form
1913     a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1914
1915     However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1916     functions below, expect their syntax to differ slightly to those listed in the
1917     manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1918     This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP                     */
1919
1920     if (isAlpha) {
1921         comb_target = useext(GL_COMBINE_ALPHA);
1922         src0_target = useext(GL_SOURCE0_ALPHA);
1923         src1_target = useext(GL_SOURCE1_ALPHA);
1924         src2_target = useext(GL_SOURCE2_ALPHA);
1925         opr0_target = useext(GL_OPERAND0_ALPHA);
1926         opr1_target = useext(GL_OPERAND1_ALPHA);
1927         opr2_target = useext(GL_OPERAND2_ALPHA);
1928         scal_target = GL_ALPHA_SCALE;
1929     }
1930     else {
1931         comb_target = useext(GL_COMBINE_RGB);
1932         src0_target = useext(GL_SOURCE0_RGB);
1933         src1_target = useext(GL_SOURCE1_RGB);
1934         src2_target = useext(GL_SOURCE2_RGB);
1935         opr0_target = useext(GL_OPERAND0_RGB);
1936         opr1_target = useext(GL_OPERAND1_RGB);
1937         opr2_target = useext(GL_OPERAND2_RGB);
1938         scal_target = useext(GL_RGB_SCALE);
1939     }
1940
1941         /* If a texture stage references an invalid texture unit the stage just
1942         * passes through the result from the previous stage */
1943     if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1944         arg1 = WINED3DTA_CURRENT;
1945         op = WINED3DTOP_SELECTARG1;
1946     }
1947
1948         /* From MSDN (WINED3DTSS_ALPHAARG1) :
1949     The default argument is WINED3DTA_TEXTURE. If no texture is set for this stage,
1950     then the default argument is WINED3DTA_DIFFUSE.
1951     FIXME? If texture added/removed, may need to reset back as well?    */
1952     if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1953         get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1954     } else {
1955         get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1956     }
1957     get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1958     get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1959
1960     TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1961
1962     Handled = TRUE; /* Assume will be handled */
1963
1964     /* Other texture operations require special extensions: */
1965     if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1966         if (isAlpha) {
1967             opr = GL_SRC_ALPHA;
1968             invopr = GL_ONE_MINUS_SRC_ALPHA;
1969             src3_target = GL_SOURCE3_ALPHA_NV;
1970             opr3_target = GL_OPERAND3_ALPHA_NV;
1971         } else {
1972             opr = GL_SRC_COLOR;
1973             invopr = GL_ONE_MINUS_SRC_COLOR;
1974             src3_target = GL_SOURCE3_RGB_NV;
1975             opr3_target = GL_OPERAND3_RGB_NV;
1976         }
1977         switch (op) {
1978             case WINED3DTOP_DISABLE: /* Only for alpha */
1979                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1980                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
1981                 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
1982                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1983                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
1984                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1985                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1986                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1987                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1988                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1989                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1990                 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1991                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1992                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1993                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1994                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1995                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1996                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1997                 break;
1998                 case WINED3DTOP_SELECTARG1:                                          /* = a1 * 1 + 0 * 0 */
1999                 case WINED3DTOP_SELECTARG2:                                          /* = a2 * 1 + 0 * 0 */
2000                     glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2001                     checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2002                     if (op == WINED3DTOP_SELECTARG1) {
2003                         glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2004                         checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2005                         glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2006                         checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2007                     } else {
2008                         glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2009                         checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2010                         glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2011                         checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2012                     }
2013                     glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2014                     checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2015                     glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2016                     checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2017                     glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2018                     checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2019                     glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2020                     checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2021                     glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2022                     checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2023                     glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2024                     checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2025                     break;
2026
2027             case WINED3DTOP_MODULATE:
2028                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2029                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2030                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2031                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2032                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2033                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2034                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2035                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2036                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2037                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2038                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2039                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2040                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2041                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2042                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2043                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2044                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2045                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2046                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2047                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2048                 break;
2049             case WINED3DTOP_MODULATE2X:
2050                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2051                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2052                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2053                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2054                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2055                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2056                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2057                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2058                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2059                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2060                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2061                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2062                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2063                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2064                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2065                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2066                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2067                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2068                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2069                 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2070                 break;
2071             case WINED3DTOP_MODULATE4X:
2072                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2073                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2074                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2075                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2076                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2077                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2078                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2079                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2080                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2081                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2082                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2083                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2084                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2085                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2086                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2087                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2088                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2089                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2090                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2091                 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2092                 break;
2093
2094             case WINED3DTOP_ADD:
2095                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2096                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2097                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2098                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2099                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2100                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2101                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2102                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2103                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2104                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2105                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2106                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2107                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2108                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2109                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2110                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2111                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2112                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2113                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2114                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2115                 break;
2116
2117             case WINED3DTOP_ADDSIGNED:
2118                 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2119                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2120                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2121                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2122                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2123                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2124                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2125                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2126                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2127                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2128                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2129                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2130                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2131                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2132                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2133                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2134                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2135                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2136                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2137                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2138                 break;
2139
2140             case WINED3DTOP_ADDSIGNED2X:
2141                 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2142                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2143                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2144                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2145                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2146                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2147                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2148                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2149                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2150                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2151                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2152                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2153                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2154                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2155                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2156                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2157                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2158                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2159                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2160                 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2161                 break;
2162
2163             case WINED3DTOP_ADDSMOOTH:
2164                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2165                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2166                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2167                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2168                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2169                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2170                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2171                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2172                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2173                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2174                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2175                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2176                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2177                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2178                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2179                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2180                 switch (opr1) {
2181                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2182                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2183                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2184                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2185                 }
2186                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2187                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2188                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2189                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2190                 break;
2191
2192             case WINED3DTOP_BLENDDIFFUSEALPHA:
2193                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2194                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2195                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2196                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2197                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2198                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2199                 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2200                 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2201                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2202                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2203                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2204                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2205                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2206                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2207                 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2208                 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2209                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2210                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2211                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2212                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2213                 break;
2214             case WINED3DTOP_BLENDTEXTUREALPHA:
2215                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2216                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2217                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2218                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2219                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2220                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2221                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2222                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2223                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2224                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2225                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2226                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2227                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2228                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2229                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2230                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2231                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2232                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2233                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2234                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2235                 break;
2236             case WINED3DTOP_BLENDFACTORALPHA:
2237                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2238                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2239                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2240                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2241                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2242                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2243                 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2244                 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2245                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2246                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2247                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2248                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2249                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2250                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2251                 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2252                 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2253                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2254                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2255                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2256                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2257                 break;
2258             case WINED3DTOP_BLENDTEXTUREALPHAPM:
2259                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2260                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2261                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2262                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2263                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2264                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2265                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2266                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2267                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2268                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2269                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2270                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2271                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2272                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2273                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2274                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2275                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2276                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2277                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2278                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2279                 break;
2280             case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2281                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2282                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");  /* Add = a0*a1 + a2*a3 */
2283                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);        /*   a0 = src1/opr1    */
2284                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2285                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2286                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");    /*   a1 = 1 (see docs) */
2287                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2288                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2289                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2290                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2291                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);        /*   a2 = arg2         */
2292                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2293                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2294                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");     /*  a3 = src1 alpha   */
2295                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2296                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2297                 switch (opr) {
2298                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2299                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2300                 }
2301                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2302                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2303                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2304                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2305                 break;
2306             case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2307                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2308                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2309                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2310                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2311                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2312                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2313                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2314                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2315                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2316                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2317                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2318                 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2319                 switch (opr1) {
2320                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2321                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2322                 }
2323                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2324                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2325                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2326                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2327                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2328                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2329                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2330                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2331                 break;
2332             case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2333                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2334                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2335                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2336                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2337                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2338                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2339                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2340                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2341                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2342                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2343                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2344                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2345                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2346                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2347                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2348                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2349                 switch (opr1) {
2350                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2351                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2352                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2353                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2354                 }
2355                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2356                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2357                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2358                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2359                 break;
2360             case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2361                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2362                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2363                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2364                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2365                 switch (opr1) {
2366                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2367                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2368                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2369                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2370                 }
2371                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2372                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2373                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2374                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2375                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2376                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2377                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2378                 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2379                 switch (opr1) {
2380                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2381                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2382                 }
2383                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2384                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2385                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2386                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2387                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2388                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2389                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2390                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2391                 break;
2392             case WINED3DTOP_MULTIPLYADD:
2393                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2394                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2395                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2396                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2397                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2398                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2399                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2400                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2401                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2402                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2403                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2404                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2405                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2406                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2407                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2408                 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2409                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2410                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2411                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2412                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2413                 break;
2414
2415             case WINED3DTOP_BUMPENVMAP:
2416             {
2417             }
2418
2419             case WINED3DTOP_BUMPENVMAPLUMINANCE:
2420                 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2421
2422             default:
2423                 Handled = FALSE;
2424         }
2425         if (Handled) {
2426             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2427             checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2428
2429             return;
2430         }
2431     } /* GL_NV_texture_env_combine4 */
2432
2433     Handled = TRUE; /* Again, assume handled */
2434     switch (op) {
2435         case WINED3DTOP_DISABLE: /* Only for alpha */
2436             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2437             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2438             glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2439             checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2440             glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2441             checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2442             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2443             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2444             break;
2445         case WINED3DTOP_SELECTARG1:
2446             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2447             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2448             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2449             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2450             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2451             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2452             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2453             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2454             break;
2455         case WINED3DTOP_SELECTARG2:
2456             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2457             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2458             glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2459             checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2460             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2461             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2462             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2463             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2464             break;
2465         case WINED3DTOP_MODULATE:
2466             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2467             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2468             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2469             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2470             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2471             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2472             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2473             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2474             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2475             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2476             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2477             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2478             break;
2479         case WINED3DTOP_MODULATE2X:
2480             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2481             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2482             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2483             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2484             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2485             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2486             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2487             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2488             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2489             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2490             glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2491             checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2492             break;
2493         case WINED3DTOP_MODULATE4X:
2494             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2495             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2496             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2497             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2498             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2499             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2500             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2501             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2502             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2503             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2504             glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2505             checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2506             break;
2507         case WINED3DTOP_ADD:
2508             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2509             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2510             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2511             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2512             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2513             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2514             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2515             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2516             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2517             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2518             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2519             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2520             break;
2521         case WINED3DTOP_ADDSIGNED:
2522             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2523             checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2524             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2525             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2526             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2527             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2528             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2529             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2530             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2531             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2532             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2533             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2534             break;
2535         case WINED3DTOP_ADDSIGNED2X:
2536             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2537             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2538             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2539             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2540             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2541             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2542             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2543             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2544             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2545             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2546             glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2547             checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2548             break;
2549         case WINED3DTOP_SUBTRACT:
2550             if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
2551                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2552                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2553                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2554                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2555                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2556                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2557                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2558                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2559                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2560                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2561                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2562                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2563             } else {
2564                 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2565             }
2566             break;
2567
2568         case WINED3DTOP_BLENDDIFFUSEALPHA:
2569             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2570             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2571             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2572             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2573             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2574             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2575             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2576             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2577             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2578             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2579             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2580             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2581             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2582             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2583             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2584             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2585             break;
2586         case WINED3DTOP_BLENDTEXTUREALPHA:
2587             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2588             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2589             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2590             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2591             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2592             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2593             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2594             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2595             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2596             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2597             glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2598             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2599             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2600             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2601             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2602             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2603             break;
2604         case WINED3DTOP_BLENDFACTORALPHA:
2605             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2606             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2607             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2608             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2609             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2610             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2611             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2612             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2613             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2614             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2615             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2616             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2617             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2618             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2619             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2620             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2621             break;
2622         case WINED3DTOP_BLENDCURRENTALPHA:
2623             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2624             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2625             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2626             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2627             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2628             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2629             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2630             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2631             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2632             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2633             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2634             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2635             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2636             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2637             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2638             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2639             break;
2640         case WINED3DTOP_DOTPRODUCT3:
2641             if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
2642                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2643                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2644             } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
2645                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2646                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2647             } else {
2648                 FIXME("This version of opengl does not support GL_DOT3\n");
2649             }
2650             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2651             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2652             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2653             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2654             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2655             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2656             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2657             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2658             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2659             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2660             break;
2661         case WINED3DTOP_LERP:
2662             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2663             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2664             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2665             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2666             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2667             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2668             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2669             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2670             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2671             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2672             glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2673             checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2674             glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2675             checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2676             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2677             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2678             break;
2679         case WINED3DTOP_ADDSMOOTH:
2680             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2681                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2682                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2683                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2684                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2685                 switch (opr1) {
2686                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2687                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2688                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2689                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2690                 }
2691                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2692                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2693                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2694                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2695                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2696                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2697                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2698                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2699                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2700                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2701                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2702                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2703             } else
2704                 Handled = FALSE;
2705                 break;
2706         case WINED3DTOP_BLENDTEXTUREALPHAPM:
2707             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2708                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2709                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2710                 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2711                 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2712                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2713                 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2714                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2715                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2716                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2717                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2718                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2719                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2720                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2721                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2722                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2723                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2724             } else
2725                 Handled = FALSE;
2726                 break;
2727         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2728             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2729                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2730                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2731                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2732                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2733                 switch (opr1) {
2734                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2735                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2736                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2737                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2738                 }
2739                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2740                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2741                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2742                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2743                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2744                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2745                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2746                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2747                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2748                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2749                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2750                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2751             } else
2752                 Handled = FALSE;
2753                 break;
2754         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2755             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2756                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2757                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2758                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2759                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2760                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2761                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2762                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2763                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2764                 switch (opr1) {
2765                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2766                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2767                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2768                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2769                 }
2770                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2771                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2772                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2773                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2774                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2775                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2776                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2777                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2778             } else
2779                 Handled = FALSE;
2780                 break;
2781         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2782             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2783                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2784                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2785                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2786                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2787                 switch (opr1) {
2788                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2789                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2790                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2791                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2792                 }
2793                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2794                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2795                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2796                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2797                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2798                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2799                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2800                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2801                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2802                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2803                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2804                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2805             } else
2806                 Handled = FALSE;
2807                 break;
2808         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2809             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2810                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2811                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2812                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2813                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2814                 switch (opr1) {
2815                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2816                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2817                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2818                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2819                 }
2820                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2821                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2822                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2823                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2824                 switch (opr1) {
2825                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2826                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2827                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2828                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2829                 }
2830                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2831                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2832                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2833                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2834                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2835                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2836                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2837                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2838             } else
2839                 Handled = FALSE;
2840                 break;
2841         case WINED3DTOP_MULTIPLYADD:
2842             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2843                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2844                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2845                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2846                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2847                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2848                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2849                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2850                 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2851                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2852                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2853                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2854                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2855                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2856                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2857                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2858                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2859             } else
2860                 Handled = FALSE;
2861                 break;
2862         case WINED3DTOP_BUMPENVMAPLUMINANCE:
2863         case WINED3DTOP_BUMPENVMAP:
2864             if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2865                 /* Technically texture shader support without register combiners is possible, but not expected to occur
2866                  * on real world cards, so for now a fixme should be enough
2867                  */
2868                 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2869             }
2870         default:
2871             Handled = FALSE;
2872     }
2873
2874     if (Handled) {
2875         BOOL  combineOK = TRUE;
2876         if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2877             DWORD op2;
2878
2879             if (isAlpha) {
2880                 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2881             } else {
2882                 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2883             }
2884
2885             /* Note: If COMBINE4 in effect can't go back to combine! */
2886             switch (op2) {
2887                 case WINED3DTOP_ADDSMOOTH:
2888                 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2889                 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2890                 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2891                 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2892                 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2893                 case WINED3DTOP_MULTIPLYADD:
2894                     /* Ignore those implemented in both cases */
2895                     switch (op) {
2896                         case WINED3DTOP_SELECTARG1:
2897                         case WINED3DTOP_SELECTARG2:
2898                             combineOK = FALSE;
2899                             Handled   = FALSE;
2900                             break;
2901                         default:
2902                             FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2903                             return;
2904                     }
2905             }
2906         }
2907
2908         if (combineOK) {
2909             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2910             checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2911
2912             return;
2913         }
2914     }
2915
2916     /* After all the extensions, if still unhandled, report fixme */
2917     FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2918 }
2919
2920
2921 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2922     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2923     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2924     BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2925
2926     TRACE("Setting color op for stage %d\n", stage);
2927
2928     if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
2929         ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2930         /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2931         return;
2932     }
2933
2934     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2935
2936     if (mapped_stage != -1) {
2937         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2938             if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2939                 FIXME("Attempt to enable unsupported stage!\n");
2940                 return;
2941             }
2942             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2943             checkGLcall("glActiveTextureARB");
2944         } else if (stage > 0) {
2945             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2946             return;
2947         }
2948     }
2949
2950     if(stage >= stateblock->lowest_disabled_stage) {
2951         TRACE("Stage disabled\n");
2952         if (mapped_stage != -1) {
2953             /* Disable everything here */
2954             glDisable(GL_TEXTURE_2D);
2955             checkGLcall("glDisable(GL_TEXTURE_2D)");
2956             glDisable(GL_TEXTURE_3D);
2957             checkGLcall("glDisable(GL_TEXTURE_3D)");
2958             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2959                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2960                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2961             }
2962             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2963                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2964                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2965             }
2966         }
2967         /* All done */
2968         return;
2969     }
2970
2971     /* The sampler will also activate the correct texture dimensions, so no need to do it here
2972      * if the sampler for this stage is dirty
2973      */
2974     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
2975         if (tex_used) texture_activate_dimensions(stage, stateblock, context);
2976     }
2977
2978     set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2979                 stateblock->textureState[stage][WINED3DTSS_COLOROP],
2980                 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2981                 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2982                 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2983 }
2984
2985 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2986     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2987     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2988     BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2989     DWORD op, arg1, arg2, arg0;
2990
2991     TRACE("Setting alpha op for stage %d\n", stage);
2992     /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2993     if (mapped_stage != -1) {
2994         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2995             if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2996                 FIXME("Attempt to enable unsupported stage!\n");
2997                 return;
2998             }
2999             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3000             checkGLcall("glActiveTextureARB");
3001         } else if (stage > 0) {
3002             /* We can't do anything here */
3003             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3004             return;
3005         }
3006     }
3007
3008     op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3009     arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3010     arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3011     arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3012
3013     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
3014        stateblock->textures[0] &&
3015        (stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
3016         IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3017
3018         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
3019            getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
3020
3021             /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
3022              * On the other hand applications can still use texture combiners apparently. This code takes care that apps
3023              * cannot remove the texture's alpha channel entirely.
3024              *
3025              * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
3026              * on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
3027              * draw things like translucent text and perform other blending effects.
3028              *
3029              * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
3030              * behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
3031              * OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
3032              * (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
3033              * wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
3034              * (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
3035              * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
3036              * otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3037
3038              * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
3039              */
3040             if(op == WINED3DTOP_DISABLE) {
3041                 arg1 = WINED3DTA_TEXTURE;
3042                 op = WINED3DTOP_SELECTARG1;
3043             }
3044             else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
3045                 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
3046                     arg2 = WINED3DTA_TEXTURE;
3047                     op = WINED3DTOP_MODULATE;
3048                 }
3049                 else arg1 = WINED3DTA_TEXTURE;
3050             }
3051             else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
3052                 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
3053                     arg1 = WINED3DTA_TEXTURE;
3054                     op = WINED3DTOP_MODULATE;
3055                 }
3056                 else arg2 = WINED3DTA_TEXTURE;
3057             }
3058         }
3059     }
3060
3061     /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3062      * this if block here, and the other code(color keying, texture unit selection) are the same
3063      */
3064     TRACE("Setting alpha op for stage %d\n", stage);
3065     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3066         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3067                          op, arg1, arg2, arg0,
3068                          mapped_stage,
3069                          stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3070     } else {
3071         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3072                     op, arg1, arg2, arg0);
3073     }
3074 }
3075
3076 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3077     DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3078     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3079     BOOL generated;
3080     int coordIdx;
3081
3082     /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3083     if(use_vs(stateblock->wineD3DDevice) ||
3084        isStateDirty(context, STATE_VDECL)) {
3085         TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3086         return;
3087     }
3088
3089     if (mapped_stage == -1) return;
3090
3091     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3092         if(mapped_stage >= GL_LIMITS(textures)) {
3093             return;
3094         }
3095         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3096         checkGLcall("glActiveTextureARB");
3097     } else if (mapped_stage > 0) {
3098         /* We can't do anything here */
3099         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3100         return;
3101     }
3102     generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3103     coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3104
3105     set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3106                         stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3107                         generated,
3108                         context->last_was_rhw,
3109                         stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwStride ?
3110                             stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwType:
3111                             WINED3DDECLTYPE_UNUSED,
3112                         stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3113
3114     /* The sampler applying function calls us if this changes */
3115     if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
3116         if(generated) {
3117             FIXME("Non-power2 texture being used with generated texture coords\n");
3118         }
3119         TRACE("Non power two matrix multiply fixup\n");
3120         glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3121     }
3122 }
3123
3124 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
3125     int texture_idx;
3126
3127     for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3128         GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3129         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3130     }
3131 }
3132
3133 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
3134     UINT *offset = stateblock->streamOffset;
3135     unsigned int mapped_stage = 0;
3136     unsigned int textureNo = 0;
3137
3138     /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
3139     /* Abort if we don't support the extension. */
3140     if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
3141         FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3142         return;
3143     }
3144
3145     for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3146         int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3147
3148         mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3149         if (mapped_stage == -1) continue;
3150
3151         if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
3152             TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3153                     textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
3154
3155             if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
3156                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
3157                 checkGLcall("glBindBufferARB");
3158                 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
3159             }
3160
3161             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3162             checkGLcall("glClientActiveTextureARB");
3163
3164             /* The coords to supply depend completely on the fvf / vertex shader */
3165             glTexCoordPointer(
3166                     WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
3167                     WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
3168                     sd->u.s.texCoords[coordIdx].dwStride,
3169                     sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
3170             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3171         } else {
3172             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3173         }
3174     }
3175     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3176         /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3177         for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3178             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3179         }
3180     }
3181
3182     checkGLcall("loadTexCoords");
3183 }
3184
3185 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3186     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3187     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3188
3189     if (mapped_stage == -1) {
3190         TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3191         return;
3192     }
3193
3194     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3195         if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3196             return;
3197         }
3198         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3199         checkGLcall("glActiveTextureARB");
3200     } else if (stage > 0) {
3201         /* We can't do anything here */
3202         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3203         return;
3204     }
3205
3206     /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3207      *
3208      * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
3209      * one flag, you can still specify an index value, which the system uses to
3210      * determine the texture wrapping mode.
3211      * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3212      * means use the vertex position (camera-space) as the input texture coordinates
3213      * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3214      * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3215      * to the TEXCOORDINDEX value
3216      */
3217
3218     /*
3219      * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
3220      */
3221     switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
3222     case WINED3DTSS_TCI_PASSTHRU:
3223         /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
3224         glDisable(GL_TEXTURE_GEN_S);
3225         glDisable(GL_TEXTURE_GEN_T);
3226         glDisable(GL_TEXTURE_GEN_R);
3227         glDisable(GL_TEXTURE_GEN_Q);
3228         checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
3229         break;
3230
3231     case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3232         /* CameraSpacePosition means use the vertex position, transformed to camera space,
3233          * as the input texture coordinates for this stage's texture transformation. This
3234          * equates roughly to EYE_LINEAR
3235          */
3236         {
3237             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3238             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3239             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3240             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3241             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
3242
3243             glMatrixMode(GL_MODELVIEW);
3244             glPushMatrix();
3245             glLoadIdentity();
3246             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3247             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3248             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3249             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3250             glPopMatrix();
3251
3252             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
3253             glEnable(GL_TEXTURE_GEN_S);
3254             checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3255             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3256             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3257             glEnable(GL_TEXTURE_GEN_T);
3258             checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3259             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3260             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3261             glEnable(GL_TEXTURE_GEN_R);
3262             checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3263             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3264             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3265         }
3266         break;
3267
3268     case WINED3DTSS_TCI_CAMERASPACENORMAL:
3269         {
3270             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3271                 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3272                 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3273                 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3274                 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3275                 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
3276
3277                 glMatrixMode(GL_MODELVIEW);
3278                 glPushMatrix();
3279                 glLoadIdentity();
3280                 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3281                 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3282                 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3283                 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3284                 glPopMatrix();
3285
3286                 glEnable(GL_TEXTURE_GEN_S);
3287                 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3288                 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3289                 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3290                 glEnable(GL_TEXTURE_GEN_T);
3291                 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3292                 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3293                 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3294                 glEnable(GL_TEXTURE_GEN_R);
3295                 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3296                 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3297                 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3298             }
3299         }
3300         break;
3301
3302     case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3303         {
3304             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3305             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3306             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3307             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3308             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3309             TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
3310
3311             glMatrixMode(GL_MODELVIEW);
3312             glPushMatrix();
3313             glLoadIdentity();
3314             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3315             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3316             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3317             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3318             glPopMatrix();
3319
3320             glEnable(GL_TEXTURE_GEN_S);
3321             checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3322             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3323             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3324             glEnable(GL_TEXTURE_GEN_T);
3325             checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3326             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3327             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3328             glEnable(GL_TEXTURE_GEN_R);
3329             checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3330             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3331             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3332             }
3333         }
3334         break;
3335
3336     /* Unhandled types: */
3337     default:
3338         /* Todo: */
3339         /* ? disable GL_TEXTURE_GEN_n ? */
3340         glDisable(GL_TEXTURE_GEN_S);
3341         glDisable(GL_TEXTURE_GEN_T);
3342         glDisable(GL_TEXTURE_GEN_R);
3343         glDisable(GL_TEXTURE_GEN_Q);
3344         FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3345         break;
3346     }
3347
3348     /* Update the texture matrix */
3349     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3350         transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3351     }
3352
3353     if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3354         /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3355          * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3356          * and do all the things linked to it
3357          * TODO: Tidy that up to reload only the arrays of the changed unit
3358          */
3359         GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3360
3361         unloadTexCoords(stateblock);
3362         loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3363     }
3364 }
3365
3366 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3367     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3368
3369     /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3370      * has an update pending
3371      */
3372     if(isStateDirty(context, STATE_VDECL) ||
3373        isStateDirty(context, STATE_PIXELSHADER)) {
3374        return;
3375     }
3376
3377     device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
3378 }
3379
3380 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3381     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3382
3383     if(stateblock->pixelShader && stage != 0 &&
3384        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3385         /* The pixel shader has to know the luminance scale. Do a constants update if it
3386          * isn't scheduled anyway
3387          */
3388         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3389            !isStateDirty(context, STATE_PIXELSHADER)) {
3390             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3391         }
3392     }
3393 }
3394
3395 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3396     BOOL texIsPow2 = FALSE;
3397     DWORD sampler = state - STATE_SAMPLER(0);
3398     IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3399
3400     if(!texture) return;
3401     /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3402      * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
3403      * scaling is reapplied or removed, the texture matrix has to be reapplied
3404      *
3405      * The mapped stage is already active because the sampler() function below, which is part of the
3406      * misc pipeline
3407      */
3408     if(sampler < MAX_TEXTURES) {
3409         if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
3410            stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
3411             if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
3412                ((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
3413                 texIsPow2 = TRUE;
3414             }
3415         } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
3416             if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
3417                 texIsPow2 = TRUE;
3418             }
3419         }
3420
3421         if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
3422             context->lastWasPow2Texture[sampler] = texIsPow2;
3423             transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3424         }
3425     }
3426 }
3427
3428 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3429     DWORD sampler = state - STATE_SAMPLER(0);
3430     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3431     union {
3432         float f;
3433         DWORD d;
3434     } tmpvalue;
3435
3436     TRACE("Sampler: %d\n", sampler);
3437     /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3438      * only has to bind textures and set the per texture states
3439      */
3440
3441     if (mapped_stage == -1) {
3442         TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3443         return;
3444     }
3445
3446     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3447         if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3448             return;
3449         }
3450         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3451         checkGLcall("glActiveTextureARB");
3452     } else if (sampler > 0) {
3453         /* We can't do anything here */
3454         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3455         return;
3456     }
3457
3458     if(stateblock->textures[sampler]) {
3459         IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
3460         IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler]);
3461         IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3462
3463         if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3464             tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3465             glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3466                       GL_TEXTURE_LOD_BIAS_EXT,
3467                       tmpvalue.f);
3468             checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3469         }
3470
3471         if(!use_ps(stateblock->wineD3DDevice) && sampler < stateblock->lowest_disabled_stage) {
3472             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3473                 /* If color keying is enabled update the alpha test, it depends on the existence
3474                  * of a color key in stage 0
3475                  */
3476                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3477             }
3478         }
3479     } else if(mapped_stage < GL_LIMITS(textures)) {
3480         if(sampler < stateblock->lowest_disabled_stage) {
3481             /* TODO: What should I do with pixel shaders here ??? */
3482             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3483                 /* If color keying is enabled update the alpha test, it depends on the existence
3484                 * of a color key in stage 0
3485                 */
3486                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3487             }
3488         } /* Otherwise tex_colorop disables the stage */
3489         glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3490         checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3491     }
3492 }
3493
3494 void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3495     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3496
3497     if (use_ps(device)) {
3498         if(!context->last_was_pshader) {
3499             state_fog(state, stateblock, context);
3500         }
3501         context->last_was_pshader = TRUE;
3502     } else {
3503         if(context->last_was_pshader) {
3504             state_fog(state, stateblock, context);
3505         }
3506         context->last_was_pshader = FALSE;
3507     }
3508 }
3509
3510 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3511     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3512     BOOL use_pshader = use_ps(device);
3513     BOOL use_vshader = use_vs(device);
3514     int i;
3515
3516     if (use_pshader) {
3517         if(!context->last_was_pshader) {
3518             /* Former draw without a pixel shader, some samplers
3519              * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3520              * make sure to enable them
3521              */
3522             for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3523                 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3524                     sampler(STATE_SAMPLER(i), stateblock, context);
3525                 }
3526             }
3527         } else {
3528            /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3529             * if a different texture was bound. I don't have to do anything.
3530             */
3531         }
3532
3533         /* Compile and bind the shader */
3534         IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
3535     } else {
3536         /* Disabled the pixel shader - color ops weren't applied
3537          * while it was enabled, so re-apply them.
3538          */
3539         for(i=0; i < MAX_TEXTURES; i++) {
3540             if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3541                 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3542                         (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3543             }
3544         }
3545     }
3546
3547     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3548         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3549
3550         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3551             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3552         }
3553     }
3554 }
3555
3556 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3557     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3558     if(stateblock->pixelShader && stage != 0 &&
3559        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3560         /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3561          * anyway
3562          */
3563         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3564             !isStateDirty(context, STATE_PIXELSHADER)) {
3565             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3566         }
3567     }
3568 }
3569
3570 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3571     /* This function is called by transform_view below if the view matrix was changed too
3572      *
3573      * Deliberately no check if the vertex declaration is dirty because the vdecl state
3574      * does not always update the world matrix, only on a switch between transformed
3575      * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3576      * draw, but that should be rather rare and cheaper in total.
3577      */
3578     glMatrixMode(GL_MODELVIEW);
3579     checkGLcall("glMatrixMode");
3580
3581     if(context->last_was_rhw) {
3582         glLoadIdentity();
3583         checkGLcall("glLoadIdentity()");
3584     } else {
3585         /* In the general case, the view matrix is the identity matrix */
3586         if (stateblock->wineD3DDevice->view_ident) {
3587             glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3588             checkGLcall("glLoadMatrixf");
3589         } else {
3590             glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3591             checkGLcall("glLoadMatrixf");
3592             glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3593             checkGLcall("glMultMatrixf");
3594         }
3595     }
3596 }
3597
3598 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3599     UINT index = state - STATE_CLIPPLANE(0);
3600
3601     if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3602         return;
3603     }
3604
3605     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3606     glMatrixMode(GL_MODELVIEW);
3607     glPushMatrix();
3608     glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3609
3610     TRACE("Clipplane [%f,%f,%f,%f]\n",
3611           stateblock->clipplane[index][0],
3612           stateblock->clipplane[index][1],
3613           stateblock->clipplane[index][2],
3614           stateblock->clipplane[index][3]);
3615     glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3616     checkGLcall("glClipPlane");
3617
3618     glPopMatrix();
3619 }
3620
3621 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3622     UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3623     GLenum glMat;
3624     TRACE("Setting world matrix %d\n", matrix);
3625
3626     if(matrix >= GL_LIMITS(blends)) {
3627         WARN("Unsupported blend matrix set\n");
3628         return;
3629     } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3630         return;
3631     }
3632
3633     /* GL_MODELVIEW0_ARB:  0x1700
3634      * GL_MODELVIEW1_ARB:  0x850a
3635      * GL_MODELVIEW2_ARB:  0x8722
3636      * GL_MODELVIEW3_ARB:  0x8723
3637      * etc
3638      * GL_MODELVIEW31_ARB: 0x873F
3639      */
3640     if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3641     else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3642
3643     glMatrixMode(glMat);
3644     checkGLcall("glMatrixMode(glMat)");
3645
3646     /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3647      * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3648      */
3649     if(stateblock->wineD3DDevice->view_ident) {
3650         glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3651         checkGLcall("glLoadMatrixf")
3652     } else {
3653         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3654         checkGLcall("glLoadMatrixf")
3655         glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3656         checkGLcall("glMultMatrixf")
3657     }
3658 }
3659
3660 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3661     static BOOL once = FALSE;
3662
3663     switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3664         case WINED3DVBF_1WEIGHTS:
3665         case WINED3DVBF_2WEIGHTS:
3666         case WINED3DVBF_3WEIGHTS:
3667             if(!once) {
3668                 once = TRUE;
3669                 /* TODO: Implement vertex blending in drawStridedSlow */
3670                 FIXME("Vertex blending enabled, but not supported by hardware\n");
3671             }
3672             break;
3673
3674         case WINED3DVBF_TWEENING:
3675             WARN("Tweening not supported yet\n");
3676     }
3677 }
3678
3679 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3680     WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3681
3682     switch(val) {
3683         case WINED3DVBF_1WEIGHTS:
3684         case WINED3DVBF_2WEIGHTS:
3685         case WINED3DVBF_3WEIGHTS:
3686             glEnable(GL_VERTEX_BLEND_ARB);
3687             checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3688
3689             /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3690              * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3691              */
3692             GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3693
3694             if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3695                 int i;
3696                 for(i = 1; i < GL_LIMITS(blends); i++) {
3697                     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3698                         transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3699                     }
3700                 }
3701                 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3702             }
3703             break;
3704
3705         case WINED3DVBF_DISABLE:
3706         case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3707             glDisable(GL_VERTEX_BLEND_ARB);
3708             checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3709             break;
3710
3711         case WINED3DVBF_TWEENING:
3712             /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3713              * vertex weights in the vertices?
3714              * For now we don't report that as supported, so a warn should suffice
3715              */
3716             WARN("Tweening not supported yet\n");
3717             break;
3718     }
3719 }
3720
3721 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3722     unsigned int k;
3723
3724     /* If we are changing the View matrix, reset the light and clipping planes to the new view
3725      * NOTE: We have to reset the positions even if the light/plane is not currently
3726      *       enabled, since the call to enable it will not reset the position.
3727      * NOTE2: Apparently texture transforms do NOT need reapplying
3728      */
3729
3730     PLIGHTINFOEL *light = NULL;
3731
3732     glMatrixMode(GL_MODELVIEW);
3733     checkGLcall("glMatrixMode(GL_MODELVIEW)");
3734     glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3735     checkGLcall("glLoadMatrixf(...)");
3736
3737     /* Reset lights. TODO: Call light apply func */
3738     for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3739         light = stateblock->activeLights[k];
3740         if(!light) continue;
3741         glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3742         checkGLcall("glLightfv posn");
3743         glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3744         checkGLcall("glLightfv dirn");
3745     }
3746
3747     /* Reset Clipping Planes  */
3748     for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3749         if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3750             clipplane(STATE_CLIPPLANE(k), stateblock, context);
3751         }
3752     }
3753
3754     if(context->last_was_rhw) {
3755         glLoadIdentity();
3756         checkGLcall("glLoadIdentity()");
3757         /* No need to update the world matrix, the identity is fine */
3758         return;
3759     }
3760
3761     /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3762      * No need to do it here if the state is scheduled for update.
3763      */
3764     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3765         transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3766     }
3767
3768     /* Avoid looping over a number of matrices if the app never used the functionality */
3769     if(stateblock->wineD3DDevice->vertexBlendUsed) {
3770         for(k = 1; k < GL_LIMITS(blends); k++) {
3771             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3772                 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3773             }
3774         }
3775     }
3776 }
3777
3778 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3779     glMatrixMode(GL_PROJECTION);
3780     checkGLcall("glMatrixMode(GL_PROJECTION)");
3781     glLoadIdentity();
3782     checkGLcall("glLoadIdentity");
3783
3784     if(context->last_was_rhw) {
3785         double X, Y, height, width, minZ, maxZ;
3786
3787         X      = stateblock->viewport.X;
3788         Y      = stateblock->viewport.Y;
3789         height = stateblock->viewport.Height;
3790         width  = stateblock->viewport.Width;
3791         minZ   = stateblock->viewport.MinZ;
3792         maxZ   = stateblock->viewport.MaxZ;
3793
3794         if(!stateblock->wineD3DDevice->untransformed) {
3795             /* Transformed vertices are supposed to bypass the whole transform pipeline including
3796              * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3797              * suppress depth clipping. This can be done because it is an orthogonal projection and
3798              * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3799              * Persia 3D need this.
3800              *
3801              * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3802              * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3803              * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3804              * to the viewer.
3805              *
3806              * Also note that this breaks z comparison against z values filled in with clear,
3807              * but no app depending on that and disabled clipping has been found yet. Comparing
3808              * primitives against themselves works, so the Z buffer is still intact for normal hidden
3809              * surface removal.
3810              *
3811              * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3812              * but this would break Z buffer operation. Raising the range to something less than
3813              * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3814              * problem either.
3815              */
3816             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3817             if(stateblock->wineD3DDevice->render_offscreen) {
3818                 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3819             } else {
3820                 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3821             }
3822         } else {
3823             /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3824              * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3825              * unmodified to opengl.
3826              *
3827              * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3828              * replacement shader.
3829              */
3830             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3831             if(stateblock->wineD3DDevice->render_offscreen) {
3832                 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3833             } else {
3834                 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3835             }
3836         }
3837         checkGLcall("glOrtho");
3838
3839         /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3840         glTranslatef(0.5, 0.5, 0);
3841         checkGLcall("glTranslatef(0.5, 0.5, 0)");
3842         /* D3D texture coordinates are flipped compared to OpenGL ones, so
3843          * render everything upside down when rendering offscreen. */
3844         if (stateblock->wineD3DDevice->render_offscreen) {
3845             glScalef(1.0, -1.0, 1.0);
3846             checkGLcall("glScalef");
3847         }
3848     } else {
3849         /* The rule is that the window coordinate 0 does not correspond to the
3850             beginning of the first pixel, but the center of the first pixel.
3851             As a consequence if you want to correctly draw one line exactly from
3852             the left to the right end of the viewport (with all matrices set to
3853             be identity), the x coords of both ends of the line would be not
3854             -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3855             instead.
3856
3857             1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3858             divide by the Width/Height, so we need the half range(1.0) to translate by
3859             half a pixel.
3860
3861             The other fun is that d3d's output z range after the transformation is [0;1],
3862             but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3863             scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3864             of Z buffer precision and the clear values do not match in the z test. Thus scale
3865             [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3866          */
3867
3868         /*
3869          * Careful with the order of operations here, we're essentially working backwards:
3870          * x = x + 1/w;
3871          * y = (y - 1/h) * flip;
3872          * z = z * 2 - 1;
3873          *
3874          * Becomes:
3875          * glTranslatef(0.0, 0.0, -1.0);
3876          * glScalef(1.0, 1.0, 2.0);
3877          *
3878          * glScalef(1.0, flip, 1.0);
3879          * glTranslatef(1/w, -1/h, 0.0);
3880          *
3881          * This is equivalent to:
3882          * glTranslatef(1/w, -flip/h, -1.0)
3883          * glScalef(1.0, flip, 2.0);
3884          */
3885
3886         if (stateblock->wineD3DDevice->render_offscreen) {
3887             /* D3D texture coordinates are flipped compared to OpenGL ones, so
3888              * render everything upside down when rendering offscreen. */
3889             glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
3890             checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
3891             glScalef(1.0, -1.0, 2.0);
3892         } else {
3893             glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
3894             checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
3895             glScalef(1.0, 1.0, 2.0);
3896         }
3897         checkGLcall("glScalef");
3898
3899         glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3900         checkGLcall("glLoadMatrixf");
3901     }
3902 }
3903
3904 /* This should match any arrays loaded in loadVertexData.
3905  * stateblock impl is required for GL_SUPPORT
3906  * TODO: Only load / unload arrays if we have to.
3907  */
3908 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
3909     glDisableClientState(GL_VERTEX_ARRAY);
3910     glDisableClientState(GL_NORMAL_ARRAY);
3911     glDisableClientState(GL_COLOR_ARRAY);
3912     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3913         glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3914     }
3915     if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3916         glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3917     }
3918     unloadTexCoords(stateblock);
3919 }
3920
3921 /* This should match any arrays loaded in loadNumberedArrays
3922  * TODO: Only load / unload arrays if we have to.
3923  */
3924 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
3925     /* disable any attribs (this is the same for both GLSL and ARB modes) */
3926     GLint maxAttribs = 16;
3927     int i;
3928
3929     /* Leave all the attribs disabled */
3930     glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3931     /* MESA does not support it right not */
3932     if (glGetError() != GL_NO_ERROR)
3933         maxAttribs = 16;
3934     for (i = 0; i < maxAttribs; ++i) {
3935         GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3936         checkGLcall("glDisableVertexAttribArrayARB(reg)");
3937         /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
3938          * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
3939          * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
3940          * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
3941          * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
3942          */
3943         GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
3944         checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
3945     }
3946 }
3947
3948 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
3949     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3950     int i;
3951     UINT *offset = stateblock->streamOffset;
3952     IWineD3DVertexBufferImpl *vb;
3953     DWORD_PTR shift_index;
3954
3955     /* Default to no instancing */
3956     stateblock->wineD3DDevice->instancedDraw = FALSE;
3957
3958     for (i = 0; i < MAX_ATTRIBS; i++) {
3959
3960         if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
3961             continue;
3962
3963         /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3964         if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
3965             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3966             stateblock->wineD3DDevice->instancedDraw = TRUE;
3967             continue;
3968         }
3969
3970         TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
3971
3972         if(strided->u.input[i].dwStride) {
3973             if(curVBO != strided->u.input[i].VBO) {
3974                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
3975                 checkGLcall("glBindBufferARB");
3976                 curVBO = strided->u.input[i].VBO;
3977             }
3978             vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3979             /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3980              * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3981              * vbo we won't be load converted attributes anyway
3982              */
3983             if(curVBO && vb->conv_shift) {
3984                 TRACE("Loading attribute from shifted buffer\n");
3985                 TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
3986                 TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
3987                 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
3988                 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
3989                 shift_index = shift_index % strided->u.input[i].dwStride;
3990                 GL_EXTCALL(glVertexAttribPointerARB(i,
3991                                 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3992                                 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3993                                 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3994                                 vb->conv_stride,
3995
3996                                 strided->u.input[i].lpData + vb->conv_shift[shift_index] +
3997                                 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3998                                 offset[strided->u.input[i].streamNo]));
3999
4000             } else {
4001                 GL_EXTCALL(glVertexAttribPointerARB(i,
4002                                 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
4003                                 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
4004                                 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
4005                                 strided->u.input[i].dwStride,
4006
4007                                 strided->u.input[i].lpData +
4008                                 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
4009                                 offset[strided->u.input[i].streamNo]) );
4010                 }
4011             GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4012         } else {
4013             /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4014              * set up the attribute statically. But we have to figure out the system memory address.
4015              */
4016             BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
4017             if(strided->u.input[i].VBO) {
4018                 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
4019                 ptr += (long) vb->resource.allocatedMemory;
4020             }
4021             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4022
4023             switch(strided->u.input[i].dwType) {
4024                 case WINED3DDECLTYPE_FLOAT1:
4025                     GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
4026                     break;
4027                 case WINED3DDECLTYPE_FLOAT2:
4028                     GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
4029                     break;
4030                 case WINED3DDECLTYPE_FLOAT3:
4031                     GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
4032                     break;
4033                 case WINED3DDECLTYPE_FLOAT4:
4034                     GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
4035                     break;
4036
4037                 case WINED3DDECLTYPE_UBYTE4:
4038                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4039                     break;
4040                 case WINED3DDECLTYPE_UBYTE4N:
4041                 case WINED3DDECLTYPE_D3DCOLOR:
4042                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4043                     break;
4044
4045                 case WINED3DDECLTYPE_SHORT2:
4046                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
4047                     break;
4048                 case WINED3DDECLTYPE_SHORT4:
4049                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
4050                     break;
4051
4052                 case WINED3DDECLTYPE_SHORT2N:
4053                 {
4054                     GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
4055                     GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4056                     break;
4057                 }
4058                 case WINED3DDECLTYPE_USHORT2N:
4059                 {
4060                     GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
4061                     GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4062                     break;
4063                 }
4064                 case WINED3DDECLTYPE_SHORT4N:
4065                     GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
4066                     break;
4067                 case WINED3DDECLTYPE_USHORT4N:
4068                     GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
4069                     break;
4070
4071                 case WINED3DDECLTYPE_UDEC3:
4072                     FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4073                     /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
4074                     break;
4075                 case WINED3DDECLTYPE_DEC3N:
4076                     FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4077                     /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
4078                     break;
4079
4080                 case WINED3DDECLTYPE_FLOAT16_2:
4081                     /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4082                      * byte float according to the IEEE standard
4083                      */
4084                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4085                     break;
4086                 case WINED3DDECLTYPE_FLOAT16_4:
4087                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4088                     break;
4089
4090                 case WINED3DDECLTYPE_UNUSED:
4091                 default:
4092                     ERR("Unexpected declaration in stride 0 attributes\n");
4093                     break;
4094
4095             }
4096         }
4097     }
4098     checkGLcall("Loading numbered arrays");
4099 }
4100
4101 /* Used from 2 different functions, and too big to justify making it inlined */
4102 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
4103     UINT *offset = stateblock->streamOffset;
4104     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
4105
4106     TRACE("Using fast vertex array code\n");
4107
4108     /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4109     stateblock->wineD3DDevice->instancedDraw = FALSE;
4110
4111     /* Blend Data ---------------------------------------------- */
4112     if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
4113         (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
4114
4115         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4116             TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4117                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4118
4119             glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4120             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4121
4122             GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
4123
4124             VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4125                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
4126                 sd->u.s.blendWeights.dwStride,
4127                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4128
4129             if(curVBO != sd->u.s.blendWeights.VBO) {
4130                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
4131                 checkGLcall("glBindBufferARB");
4132                 curVBO = sd->u.s.blendWeights.VBO;
4133             }
4134
4135             GL_EXTCALL(glWeightPointerARB)(
4136                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4137                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
4138                 sd->u.s.blendWeights.dwStride,
4139                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4140
4141             checkGLcall("glWeightPointerARB");
4142
4143             if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
4144                 static BOOL showfixme = TRUE;
4145                 if(showfixme){
4146                     FIXME("blendMatrixIndices support\n");
4147                     showfixme = FALSE;
4148                 }
4149             }
4150         } else {
4151             /* TODO: support blends in drawStridedSlow
4152              * No need to write a FIXME here, this is done after the general vertex decl decoding
4153              */
4154             WARN("unsupported blending in openGl\n");
4155         }
4156     } else {
4157         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4158             static const GLbyte one = 1;
4159             GL_EXTCALL(glWeightbvARB(1, &one));
4160             checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4161         }
4162     }
4163
4164     /* Point Size ----------------------------------------------*/
4165     if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
4166
4167         /* no such functionality in the fixed function GL pipeline */
4168         TRACE("Cannot change ptSize here in openGl\n");
4169         /* TODO: Implement this function in using shaders if they are available */
4170
4171     }
4172
4173     /* Vertex Pointers -----------------------------------------*/
4174     if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
4175         /* Note dwType == float3 or float4 == 2 or 3 */
4176         VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
4177                 sd->u.s.position.dwStride,
4178                 sd->u.s.position.dwType + 1,
4179                 sd->u.s.position.lpData));
4180
4181         if(curVBO != sd->u.s.position.VBO) {
4182             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
4183             checkGLcall("glBindBufferARB");
4184             curVBO = sd->u.s.position.VBO;
4185         }
4186
4187         /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
4188            handling for rhw mode should not impact screen position whereas in GL it does.
4189            This may result in very slightly distorted textures in rhw mode.
4190            There's always the other option of fixing the view matrix to
4191            prevent w from having any effect.
4192
4193            This only applies to user pointer sources, in VBOs the vertices are fixed up
4194          */
4195         if(sd->u.s.position.VBO == 0) {
4196             glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
4197                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4198                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4199         } else {
4200             glVertexPointer(
4201                 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
4202                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4203                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4204         }
4205         checkGLcall("glVertexPointer(...)");
4206         glEnableClientState(GL_VERTEX_ARRAY);
4207         checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4208     }
4209
4210     /* Normals -------------------------------------------------*/
4211     if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
4212         /* Note dwType == float3 or float4 == 2 or 3 */
4213         VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
4214                 sd->u.s.normal.dwStride,
4215                 sd->u.s.normal.lpData));
4216         if(curVBO != sd->u.s.normal.VBO) {
4217             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
4218             checkGLcall("glBindBufferARB");
4219             curVBO = sd->u.s.normal.VBO;
4220         }
4221         glNormalPointer(
4222             WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
4223             sd->u.s.normal.dwStride,
4224             sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
4225         checkGLcall("glNormalPointer(...)");
4226         glEnableClientState(GL_NORMAL_ARRAY);
4227         checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4228
4229     } else {
4230         glNormal3f(0, 0, 0);
4231         checkGLcall("glNormal3f(0, 0, 0)");
4232     }
4233
4234     /* Diffuse Colour --------------------------------------------*/
4235     /*  WARNING: Data here MUST be in RGBA format, so cannot      */
4236     /*     go directly into fast mode from app pgm, because       */
4237     /*     directx requires data in BGRA format.                  */
4238     /* currently fixupVertices swizzles the format, but this isn't*/
4239     /* very practical when using VBOs                             */
4240     /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4241     /* , or the user doesn't care and wants the speed advantage   */
4242
4243     if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
4244         /* Note dwType == float3 or float4 == 2 or 3 */
4245         VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4246                 sd->u.s.diffuse.dwStride,
4247                 sd->u.s.diffuse.lpData));
4248
4249         if(curVBO != sd->u.s.diffuse.VBO) {
4250             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
4251             checkGLcall("glBindBufferARB");
4252             curVBO = sd->u.s.diffuse.VBO;
4253         }
4254
4255         glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
4256                        WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
4257                        sd->u.s.diffuse.dwStride,
4258                        sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
4259         checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4260         glEnableClientState(GL_COLOR_ARRAY);
4261         checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4262
4263     } else {
4264         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4265         checkGLcall("glColor4f(1, 1, 1, 1)");
4266     }
4267
4268     /* Specular Colour ------------------------------------------*/
4269     if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
4270         TRACE("setting specular colour\n");
4271         /* Note dwType == float3 or float4 == 2 or 3 */
4272         VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4273                 sd->u.s.specular.dwStride,
4274                 sd->u.s.specular.lpData));
4275         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4276             if(curVBO != sd->u.s.specular.VBO) {
4277                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
4278                 checkGLcall("glBindBufferARB");
4279                 curVBO = sd->u.s.specular.VBO;
4280             }
4281             GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
4282                                                    WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
4283                                                    sd->u.s.specular.dwStride,
4284                                                    sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
4285             vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
4286             glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4287             vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4288         } else {
4289
4290         /* Missing specular color is not critical, no warnings */
4291         VTRACE(("Specular colour is not supported in this GL implementation\n"));
4292         }
4293
4294     } else {
4295         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4296             GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4297             checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4298         } else {
4299
4300             /* Missing specular color is not critical, no warnings */
4301             VTRACE(("Specular colour is not supported in this GL implementation\n"));
4302         }
4303     }
4304
4305     /* Texture coords -------------------------------------------*/
4306     loadTexCoords(stateblock, sd, &curVBO);
4307 }
4308
4309 static inline void drawPrimitiveTraceDataLocations(
4310     WineDirect3DVertexStridedData *dataLocations) {
4311
4312     /* Dump out what parts we have supplied */
4313     TRACE("Strided Data:\n");
4314     TRACE_STRIDED((dataLocations), position);
4315     TRACE_STRIDED((dataLocations), blendWeights);
4316     TRACE_STRIDED((dataLocations), blendMatrixIndices);
4317     TRACE_STRIDED((dataLocations), normal);
4318     TRACE_STRIDED((dataLocations), pSize);
4319     TRACE_STRIDED((dataLocations), diffuse);
4320     TRACE_STRIDED((dataLocations), specular);
4321     TRACE_STRIDED((dataLocations), texCoords[0]);
4322     TRACE_STRIDED((dataLocations), texCoords[1]);
4323     TRACE_STRIDED((dataLocations), texCoords[2]);
4324     TRACE_STRIDED((dataLocations), texCoords[3]);
4325     TRACE_STRIDED((dataLocations), texCoords[4]);
4326     TRACE_STRIDED((dataLocations), texCoords[5]);
4327     TRACE_STRIDED((dataLocations), texCoords[6]);
4328     TRACE_STRIDED((dataLocations), texCoords[7]);
4329     TRACE_STRIDED((dataLocations), position2);
4330     TRACE_STRIDED((dataLocations), normal2);
4331     TRACE_STRIDED((dataLocations), tangent);
4332     TRACE_STRIDED((dataLocations), binormal);
4333     TRACE_STRIDED((dataLocations), tessFactor);
4334     TRACE_STRIDED((dataLocations), fog);
4335     TRACE_STRIDED((dataLocations), depth);
4336     TRACE_STRIDED((dataLocations), sample);
4337
4338     return;
4339 }
4340
4341 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4342     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4343     BOOL fixup = FALSE;
4344     WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
4345     BOOL useVertexShaderFunction;
4346
4347     if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
4348         ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
4349         useVertexShaderFunction = TRUE;
4350     } else {
4351         useVertexShaderFunction = FALSE;
4352     }
4353
4354
4355     if(device->up_strided) {
4356         /* Note: this is a ddraw fixed-function code path */
4357         TRACE("================ Strided Input ===================\n");
4358         memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
4359
4360         if(TRACE_ON(d3d)) {
4361             drawPrimitiveTraceDataLocations(dataLocations);
4362         }
4363     } else {
4364         /* Note: This is a fixed function or shader codepath.
4365          * This means it must handle both types of strided data.
4366          * Shaders must go through here to zero the strided data, even if they
4367          * don't set any declaration at all
4368          */
4369         TRACE("================ Vertex Declaration  ===================\n");
4370         memset(dataLocations, 0, sizeof(*dataLocations));
4371         primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
4372                 useVertexShaderFunction, dataLocations, &fixup);
4373     }
4374
4375     if (dataLocations->u.s.position_transformed) {
4376         useVertexShaderFunction = FALSE;
4377     }
4378
4379     /* Unload the old arrays before loading the new ones to get old junk out */
4380     if(context->numberedArraysLoaded) {
4381         unloadNumberedArrays(stateblock);
4382         context->numberedArraysLoaded = FALSE;
4383     }
4384     if(context->namedArraysLoaded) {
4385         unloadVertexData(stateblock);
4386         context->namedArraysLoaded = FALSE;
4387     }
4388
4389     if(useVertexShaderFunction) {
4390         if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4391             TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4392             device->useDrawStridedSlow = TRUE;
4393             context->numberedArraysLoaded = FALSE;
4394         } else {
4395             TRACE("Loading numbered arrays\n");
4396             loadNumberedArrays(stateblock, dataLocations);
4397             device->useDrawStridedSlow = FALSE;
4398             context->numberedArraysLoaded = TRUE;
4399         }
4400     } else if (fixup ||
4401                (dataLocations->u.s.pSize.lpData == NULL &&
4402                 dataLocations->u.s.diffuse.lpData == NULL &&
4403                 dataLocations->u.s.specular.lpData == NULL)) {
4404         /* Load the vertex data using named arrays */
4405         TRACE("Loading vertex data\n");
4406         loadVertexData(stateblock, dataLocations);
4407         device->useDrawStridedSlow = FALSE;
4408         context->namedArraysLoaded = TRUE;
4409     } else {
4410         TRACE("Not loading vertex data\n");
4411         device->useDrawStridedSlow = TRUE;
4412     }
4413
4414 /* Generate some fixme's if unsupported functionality is being used */
4415 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
4416     /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
4417     if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
4418         FIXME("Tweening is only valid with vertex shaders\n");
4419     }
4420     if (!useVertexShaderFunction && BUFFER_OR_DATA(binormal)) {
4421         FIXME("Binormal bump mapping is only valid with vertex shaders\n");
4422     }
4423     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
4424         FIXME("Extended attributes are only valid with vertex shaders\n");
4425     }
4426 #undef BUFFER_OR_DATA
4427 }
4428
4429 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4430     BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
4431     BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
4432             && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
4433     BOOL transformed;
4434     /* Some stuff is in the device until we have per context tracking */
4435     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4436     BOOL wasrhw = context->last_was_rhw;
4437
4438     /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
4439      * here simply check whether a shader was set, or the user disabled shaders
4440      */
4441     if (use_vs(device)) {
4442         useVertexShaderFunction = TRUE;
4443
4444         if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
4445             updateFog = TRUE;
4446         }
4447     } else if(context->last_was_foggy_shader) {
4448         updateFog = TRUE;
4449     }
4450
4451     transformed = device->strided_streams.u.s.position_transformed;
4452     if (transformed) useVertexShaderFunction = FALSE;
4453
4454     if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4455         updateFog = TRUE;
4456     }
4457
4458     /* Reapply lighting if it is not scheduled for reapplication already */
4459     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4460         state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4461     }
4462
4463     if (transformed) {
4464         context->last_was_rhw = TRUE;
4465     } else {
4466
4467         /* Untransformed, so relies on the view and projection matrices */
4468         context->last_was_rhw = FALSE;
4469         /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4470         device->untransformed = TRUE;
4471
4472         /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4473          * Not needed as long as only hw shaders are supported
4474          */
4475
4476         /* This sets the shader output position correction constants.
4477          * TODO: Move to the viewport state
4478          */
4479         if (useVertexShaderFunction) {
4480             device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
4481             device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
4482         }
4483     }
4484
4485     /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4486      * off this function will be called again anyway to make sure they're properly set
4487      */
4488     if(!useVertexShaderFunction) {
4489         /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4490          * or transformed / untransformed was switched
4491          */
4492        if(wasrhw != context->last_was_rhw &&
4493           !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4494           !isStateDirty(context, STATE_VIEWPORT)) {
4495             transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4496         }
4497         /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4498          * mode.
4499          *
4500          * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4501          * this check will fail and the matrix not applied again. This is OK because a simple
4502          * world matrix change reapplies the matrix - These checks here are only to satisfy the
4503          * needs of the vertex declaration.
4504          *
4505          * World and view matrix go into the same gl matrix, so only apply them when neither is
4506          * dirty
4507          */
4508         if(transformed != wasrhw &&
4509            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4510            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4511             transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4512         }
4513
4514         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4515             state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4516         }
4517
4518         if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4519             state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4520         }
4521         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4522             state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4523         }
4524     } else {
4525         /* We compile the shader here because we need the vertex declaration
4526          * in order to determine if we need to do any swizzling for D3DCOLOR
4527          * registers. If the shader is already compiled this call will do nothing. */
4528         IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
4529
4530         if(!context->last_was_vshader) {
4531             int i;
4532             static BOOL warned = FALSE;
4533             /* Disable all clip planes to get defined results on all drivers. See comment in the
4534              * state_clipping state handler
4535              */
4536             for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4537                 glDisable(GL_CLIP_PLANE0 + i);
4538                 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4539             }
4540
4541             if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4542                 FIXME("Clipping not supported with vertex shaders\n");
4543                 warned = TRUE;
4544             }
4545             if(wasrhw) {
4546                 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4547                  * shaders themselves do not need it, but the matrices are not reapplied automatically when
4548                  * switching back from vertex shaders to fixed function processing. So make sure we leave the
4549                  * fixed function vertex processing states back in a sane state before switching to shaders
4550                  */
4551                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4552                     transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4553                 }
4554                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4555                     transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4556                 }
4557             }
4558         }
4559     }
4560
4561     /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4562      * application
4563      */
4564     if (!isStateDirty(context, STATE_PIXELSHADER)) {
4565         device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
4566
4567         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4568             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4569         }
4570     }
4571
4572     context->last_was_vshader = useVertexShaderFunction;
4573
4574     if(updateFog) {
4575         state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
4576     }
4577     if(!useVertexShaderFunction) {
4578         int i;
4579         for(i = 0; i < MAX_TEXTURES; i++) {
4580             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4581                 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4582             }
4583         }
4584     }
4585 }
4586
4587 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4588     UINT width, height;
4589     IWineD3DSurfaceImpl *target;
4590
4591     glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4592     checkGLcall("glDepthRange");
4593     /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4594      */
4595     if(stateblock->wineD3DDevice->render_offscreen) {
4596         glViewport(stateblock->viewport.X,
4597                    stateblock->viewport.Y,
4598                    stateblock->viewport.Width, stateblock->viewport.Height);
4599     } else {
4600         target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4601         target->get_drawable_size(target, &width, &height);
4602
4603         glViewport(stateblock->viewport.X,
4604                    (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4605                    stateblock->viewport.Width, stateblock->viewport.Height);
4606     }
4607
4608     checkGLcall("glViewport");
4609 }
4610
4611 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4612     stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
4613     stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
4614     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4615         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4616     }
4617     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4618         state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4619     }
4620 }
4621
4622 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4623     UINT Index = state - STATE_ACTIVELIGHT(0);
4624     PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4625
4626     if(!lightInfo) {
4627         glDisable(GL_LIGHT0 + Index);
4628         checkGLcall("glDisable(GL_LIGHT0 + Index)");
4629     } else {
4630         float quad_att;
4631         float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
4632
4633         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4634         glMatrixMode(GL_MODELVIEW);
4635         glPushMatrix();
4636         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4637
4638         /* Diffuse: */
4639         colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4640         colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4641         colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4642         colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4643         glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4644         checkGLcall("glLightfv");
4645
4646         /* Specular */
4647         colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4648         colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4649         colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4650         colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4651         glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4652         checkGLcall("glLightfv");
4653
4654         /* Ambient */
4655         colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4656         colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4657         colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4658         colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4659         glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4660         checkGLcall("glLightfv");
4661
4662         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4663             quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4664         } else {
4665             quad_att = 0; /*  0 or  MAX?  (0 seems to be ok) */
4666         }
4667
4668         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4669          * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4670          * Attenuation0 to NaN and crashes in the gl lib
4671          */
4672
4673         switch (lightInfo->OriginalParms.Type) {
4674             case WINED3DLIGHT_POINT:
4675                 /* Position */
4676                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4677                 checkGLcall("glLightfv");
4678                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4679                 checkGLcall("glLightf");
4680                 /* Attenuation - Are these right? guessing... */
4681                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
4682                 checkGLcall("glLightf");
4683                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
4684                 checkGLcall("glLightf");
4685                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4686                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4687                 checkGLcall("glLightf");
4688                 /* FIXME: Range */
4689                 break;
4690
4691             case WINED3DLIGHT_SPOT:
4692                 /* Position */
4693                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4694                 checkGLcall("glLightfv");
4695                 /* Direction */
4696                 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4697                 checkGLcall("glLightfv");
4698                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4699                 checkGLcall("glLightf");
4700                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4701                 checkGLcall("glLightf");
4702                 /* Attenuation - Are these right? guessing... */
4703                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
4704                 checkGLcall("glLightf");
4705                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
4706                 checkGLcall("glLightf");
4707                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4708                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4709                 checkGLcall("glLightf");
4710                 /* FIXME: Range */
4711                 break;
4712
4713             case WINED3DLIGHT_DIRECTIONAL:
4714                 /* Direction */
4715                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4716                 checkGLcall("glLightfv");
4717                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4718                 checkGLcall("glLightf");
4719                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4720                 checkGLcall("glLightf");
4721                 break;
4722
4723             default:
4724                 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4725         }
4726
4727         /* Restore the modelview matrix */
4728         glPopMatrix();
4729
4730         glEnable(GL_LIGHT0 + Index);
4731         checkGLcall("glEnable(GL_LIGHT0 + Index)");
4732     }
4733
4734     return;
4735 }
4736
4737 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4738     RECT *pRect = &stateblock->scissorRect;
4739     UINT height;
4740     UINT width;
4741     IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4742
4743     target->get_drawable_size(target, &width, &height);
4744     /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4745      * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4746      */
4747     TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4748           pRect->right - pRect->left, pRect->bottom - pRect->top);
4749
4750     if (stateblock->wineD3DDevice->render_offscreen) {
4751         glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4752     } else {
4753         glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4754     }
4755     checkGLcall("glScissor");
4756 }
4757
4758 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4759     if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4760         GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4761     } else {
4762         IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
4763         GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
4764     }
4765 }
4766
4767 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4768     if(stateblock->wineD3DDevice->render_offscreen) {
4769         glFrontFace(GL_CCW);
4770         checkGLcall("glFrontFace(GL_CCW)");
4771     } else {
4772         glFrontFace(GL_CW);
4773         checkGLcall("glFrontFace(GL_CW)");
4774     }
4775 }
4776
4777 const struct StateEntryTemplate misc_state_template[] = {
4778     { STATE_RENDER(WINED3DRS_SRCBLEND),                   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4779     { STATE_RENDER(WINED3DRS_DESTBLEND),                  { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4780     { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4781     { STATE_RENDER(WINED3DRS_EDGEANTIALIAS),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4782     { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE),      { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4783     { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4784     { STATE_RENDER(WINED3DRS_SRCBLENDALPHA),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4785     { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4786     { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4787     { STATE_RENDER(WINED3DRS_BLENDOPALPHA),               { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
4788     { STATE_STREAMSRC,                                    { STATE_VDECL,                                        streamsrc           }, 0                               },
4789     { STATE_VDECL,                                        { STATE_VDECL,                                        streamsrc           }, 0                               },
4790     { STATE_FRONTFACE,                                    { STATE_FRONTFACE,                                    frontface           }, 0                               },
4791     { STATE_SCISSORRECT,                                  { STATE_SCISSORRECT,                                  scissorrect         }, 0                               },
4792     /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4793      * vshader loadings are untied from each other
4794      */
4795     { STATE_VERTEXSHADERCONSTANT,                         { STATE_VERTEXSHADERCONSTANT,                         shaderconstant      }, 0                               },
4796     { STATE_PIXELSHADERCONSTANT,                          { STATE_VERTEXSHADERCONSTANT,                         shaderconstant      }, 0                               },
4797     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4798     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4799     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4800     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4801     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4802     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4803     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4804     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4805     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4806     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4807     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4808     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4809     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4810     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4811     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4812     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4813     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4814     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4815     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4816     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4817     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4818     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4819     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4820     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4821     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4822     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4823     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4824     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4825     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4826     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4827     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4828     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
4829     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4830     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4831     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4832     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4833     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4834     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4835     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4836     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4837     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4838     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4839     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4840     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4841     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4842     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4843     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4844     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
4845
4846     { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_miscpart   }, 0                               },
4847     { STATE_INDEXBUFFER,                                  { STATE_INDEXBUFFER,                                  indexbuffer         }, ARB_VERTEX_BUFFER_OBJECT        },
4848     { STATE_RENDER(WINED3DRS_ANTIALIAS),                  { STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     }, 0                               },
4849     { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   }, 0                               },
4850     { STATE_RENDER(WINED3DRS_ZENABLE),                    { STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       }, 0                               },
4851     { STATE_RENDER(WINED3DRS_WRAPU),                      { STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         }, 0                               },
4852     { STATE_RENDER(WINED3DRS_WRAPV),                      { STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         }, 0                               },
4853     { STATE_RENDER(WINED3DRS_FILLMODE),                   { STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      }, 0                               },
4854     { STATE_RENDER(WINED3DRS_SHADEMODE),                  { STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     }, 0                               },
4855     { STATE_RENDER(WINED3DRS_LINEPATTERN),                { STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   }, 0                               },
4856     { STATE_RENDER(WINED3DRS_MONOENABLE),                 { STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    }, 0                               },
4857     { STATE_RENDER(WINED3DRS_ROP2),                       { STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          }, 0                               },
4858     { STATE_RENDER(WINED3DRS_PLANEMASK),                  { STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     }, 0                               },
4859     { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   }, 0                               },
4860     { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, 0                               },
4861     { STATE_RENDER(WINED3DRS_ALPHAREF),                   { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, 0                               },
4862     { STATE_RENDER(WINED3DRS_ALPHAFUNC),                  { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, 0                               },
4863     { STATE_RENDER(WINED3DRS_COLORKEYENABLE),             { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, 0                               },
4864     { STATE_RENDER(WINED3DRS_LASTPIXEL),                  { STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     }, 0                               },
4865     { STATE_RENDER(WINED3DRS_CULLMODE),                   { STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      }, 0                               },
4866     { STATE_RENDER(WINED3DRS_ZFUNC),                      { STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         }, 0                               },
4867     { STATE_RENDER(WINED3DRS_DITHERENABLE),               { STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  }, 0                               },
4868     { STATE_RENDER(WINED3DRS_SUBPIXEL),                   { STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      }, 0                               },
4869     { STATE_RENDER(WINED3DRS_SUBPIXELX),                  { STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     }, 0                               },
4870     { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha }, 0                               },
4871     { STATE_RENDER(WINED3DRS_ZBIAS),                      { STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         }, 0                               },
4872     { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable }, 0                               },
4873     { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias }, 0                               },
4874     { STATE_RENDER(WINED3DRS_ANISOTROPY),                 { STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    }, 0                               },
4875     { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    }, 0                               },
4876     { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, 0                               },
4877     { STATE_RENDER(WINED3DRS_STENCILENABLE),              { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4878     { STATE_RENDER(WINED3DRS_STENCILFAIL),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4879     { STATE_RENDER(WINED3DRS_STENCILZFAIL),               { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4880     { STATE_RENDER(WINED3DRS_STENCILPASS),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4881     { STATE_RENDER(WINED3DRS_STENCILFUNC),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4882     { STATE_RENDER(WINED3DRS_STENCILREF),                 { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4883     { STATE_RENDER(WINED3DRS_STENCILMASK),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4884     { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE            },
4885     { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  }, 0                               },
4886     { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE),        { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4887     { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4888     { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL),           { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4889     { STATE_RENDER(WINED3DRS_CCW_STENCILPASS),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4890     { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
4891     { STATE_RENDER(WINED3DRS_WRAP0),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4892     { STATE_RENDER(WINED3DRS_WRAP1),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4893     { STATE_RENDER(WINED3DRS_WRAP2),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4894     { STATE_RENDER(WINED3DRS_WRAP3),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4895     { STATE_RENDER(WINED3DRS_WRAP4),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4896     { STATE_RENDER(WINED3DRS_WRAP5),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4897     { STATE_RENDER(WINED3DRS_WRAP6),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4898     { STATE_RENDER(WINED3DRS_WRAP7),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4899     { STATE_RENDER(WINED3DRS_WRAP8),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4900     { STATE_RENDER(WINED3DRS_WRAP9),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4901     { STATE_RENDER(WINED3DRS_WRAP10),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4902     { STATE_RENDER(WINED3DRS_WRAP11),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4903     { STATE_RENDER(WINED3DRS_WRAP12),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4904     { STATE_RENDER(WINED3DRS_WRAP13),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4905     { STATE_RENDER(WINED3DRS_WRAP14),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4906     { STATE_RENDER(WINED3DRS_WRAP15),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
4907     { STATE_RENDER(WINED3DRS_EXTENTS),                    { STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       }, 0                               },
4908     { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     }, 0                               },
4909     { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle}, 0                               },
4910     { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments }, 0                               },
4911     { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree}, 0                               },
4912     { STATE_RENDER(WINED3DRS_NORMALDEGREE),               { STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  }, 0                               },
4913     { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4914     { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4915     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4916     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4917     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4918     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4919     { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
4920     { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_msaa          }, ARB_MULTISAMPLE                 },
4921     { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_msaa_w        }, 0                               },
4922     { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask }, 0                               },
4923     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, 0                               },
4924     { STATE_RENDER(WINED3DRS_BLENDOP),                    { STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop       }, EXT_BLEND_MINMAX                },
4925     { STATE_RENDER(WINED3DRS_BLENDOP),                    { STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop_w     }, 0                               },
4926     { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       }, 0                               },
4927     { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS),        { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     }, 0                               },
4928     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, 0                               },
4929     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, 0                               },
4930     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, 0                               },
4931     { STATE_RENDER(WINED3DRS_BLENDFACTOR),                { STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor   }, EXT_BLEND_COLOR                 },
4932     { STATE_RENDER(WINED3DRS_BLENDFACTOR),                { STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor_w }, 0                               },
4933     { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     }, 0                               },
4934     /* Samplers */
4935     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler             }, 0                               },
4936     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler             }, 0                               },
4937     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler             }, 0                               },
4938     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler             }, 0                               },
4939     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler             }, 0                               },
4940     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler             }, 0                               },
4941     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler             }, 0                               },
4942     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler             }, 0                               },
4943     { STATE_SAMPLER(8),                                   { STATE_SAMPLER(8),                                   sampler             }, 0                               },
4944     { STATE_SAMPLER(9),                                   { STATE_SAMPLER(9),                                   sampler             }, 0                               },
4945     { STATE_SAMPLER(10),                                  { STATE_SAMPLER(10),                                  sampler             }, 0                               },
4946     { STATE_SAMPLER(11),                                  { STATE_SAMPLER(11),                                  sampler             }, 0                               },
4947     { STATE_SAMPLER(12),                                  { STATE_SAMPLER(12),                                  sampler             }, 0                               },
4948     { STATE_SAMPLER(13),                                  { STATE_SAMPLER(13),                                  sampler             }, 0                               },
4949     { STATE_SAMPLER(14),                                  { STATE_SAMPLER(14),                                  sampler             }, 0                               },
4950     { STATE_SAMPLER(15),                                  { STATE_SAMPLER(15),                                  sampler             }, 0                               },
4951     { STATE_SAMPLER(16), /* Vertex sampler 0 */           { STATE_SAMPLER(16),                                  sampler             }, 0                               },
4952     { STATE_SAMPLER(17), /* Vertex sampler 1 */           { STATE_SAMPLER(17),                                  sampler             }, 0                               },
4953     { STATE_SAMPLER(18), /* Vertex sampler 2 */           { STATE_SAMPLER(18),                                  sampler             }, 0                               },
4954     { STATE_SAMPLER(19), /* Vertex sampler 3 */           { STATE_SAMPLER(19),                                  sampler             }, 0                               },
4955     {0 /* Terminate */,                                   { 0,                                                  0                   }, 0                               },
4956 };
4957
4958 const struct StateEntryTemplate ffp_vertexstate_template[] = {
4959     { STATE_VDECL,                                        { STATE_VDECL,                                        vertexdeclaration   }, 0                               },
4960     { STATE_VSHADER,                                      { STATE_VDECL,                                        vertexdeclaration   }, 0                               },
4961     { STATE_MATERIAL,                                     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable}, 0                               },
4962     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable}, 0                               },
4963       /* Clip planes */
4964     { STATE_CLIPPLANE(0),                                 { STATE_CLIPPLANE(0),                                 clipplane           }, 0                               },
4965     { STATE_CLIPPLANE(1),                                 { STATE_CLIPPLANE(1),                                 clipplane           }, 0                               },
4966     { STATE_CLIPPLANE(2),                                 { STATE_CLIPPLANE(2),                                 clipplane           }, 0                               },
4967     { STATE_CLIPPLANE(3),                                 { STATE_CLIPPLANE(3),                                 clipplane           }, 0                               },
4968     { STATE_CLIPPLANE(4),                                 { STATE_CLIPPLANE(4),                                 clipplane           }, 0                               },
4969     { STATE_CLIPPLANE(5),                                 { STATE_CLIPPLANE(5),                                 clipplane           }, 0                               },
4970     { STATE_CLIPPLANE(6),                                 { STATE_CLIPPLANE(6),                                 clipplane           }, 0                               },
4971     { STATE_CLIPPLANE(7),                                 { STATE_CLIPPLANE(7),                                 clipplane           }, 0                               },
4972     { STATE_CLIPPLANE(8),                                 { STATE_CLIPPLANE(8),                                 clipplane           }, 0                               },
4973     { STATE_CLIPPLANE(9),                                 { STATE_CLIPPLANE(9),                                 clipplane           }, 0                               },
4974     { STATE_CLIPPLANE(10),                                { STATE_CLIPPLANE(10),                                clipplane           }, 0                               },
4975     { STATE_CLIPPLANE(11),                                { STATE_CLIPPLANE(11),                                clipplane           }, 0                               },
4976     { STATE_CLIPPLANE(12),                                { STATE_CLIPPLANE(12),                                clipplane           }, 0                               },
4977     { STATE_CLIPPLANE(13),                                { STATE_CLIPPLANE(13),                                clipplane           }, 0                               },
4978     { STATE_CLIPPLANE(14),                                { STATE_CLIPPLANE(14),                                clipplane           }, 0                               },
4979     { STATE_CLIPPLANE(15),                                { STATE_CLIPPLANE(15),                                clipplane           }, 0                               },
4980     { STATE_CLIPPLANE(16),                                { STATE_CLIPPLANE(16),                                clipplane           }, 0                               },
4981     { STATE_CLIPPLANE(17),                                { STATE_CLIPPLANE(17),                                clipplane           }, 0                               },
4982     { STATE_CLIPPLANE(18),                                { STATE_CLIPPLANE(18),                                clipplane           }, 0                               },
4983     { STATE_CLIPPLANE(19),                                { STATE_CLIPPLANE(19),                                clipplane           }, 0                               },
4984     { STATE_CLIPPLANE(20),                                { STATE_CLIPPLANE(20),                                clipplane           }, 0                               },
4985     { STATE_CLIPPLANE(21),                                { STATE_CLIPPLANE(21),                                clipplane           }, 0                               },
4986     { STATE_CLIPPLANE(22),                                { STATE_CLIPPLANE(22),                                clipplane           }, 0                               },
4987     { STATE_CLIPPLANE(23),                                { STATE_CLIPPLANE(23),                                clipplane           }, 0                               },
4988     { STATE_CLIPPLANE(24),                                { STATE_CLIPPLANE(24),                                clipplane           }, 0                               },
4989     { STATE_CLIPPLANE(25),                                { STATE_CLIPPLANE(25),                                clipplane           }, 0                               },
4990     { STATE_CLIPPLANE(26),                                { STATE_CLIPPLANE(26),                                clipplane           }, 0                               },
4991     { STATE_CLIPPLANE(27),                                { STATE_CLIPPLANE(27),                                clipplane           }, 0                               },
4992     { STATE_CLIPPLANE(28),                                { STATE_CLIPPLANE(28),                                clipplane           }, 0                               },
4993     { STATE_CLIPPLANE(29),                                { STATE_CLIPPLANE(29),                                clipplane           }, 0                               },
4994     { STATE_CLIPPLANE(30),                                { STATE_CLIPPLANE(30),                                clipplane           }, 0                               },
4995     { STATE_CLIPPLANE(31),                                { STATE_CLIPPLANE(31),                                clipplane           }, 0                               },
4996       /* Lights */
4997     { STATE_ACTIVELIGHT(0),                               { STATE_ACTIVELIGHT(0),                               light               }, 0                               },
4998     { STATE_ACTIVELIGHT(1),                               { STATE_ACTIVELIGHT(1),                               light               }, 0                               },
4999     { STATE_ACTIVELIGHT(2),                               { STATE_ACTIVELIGHT(2),                               light               }, 0                               },
5000     { STATE_ACTIVELIGHT(3),                               { STATE_ACTIVELIGHT(3),                               light               }, 0                               },
5001     { STATE_ACTIVELIGHT(4),                               { STATE_ACTIVELIGHT(4),                               light               }, 0                               },
5002     { STATE_ACTIVELIGHT(5),                               { STATE_ACTIVELIGHT(5),                               light               }, 0                               },
5003     { STATE_ACTIVELIGHT(6),                               { STATE_ACTIVELIGHT(6),                               light               }, 0                               },
5004     { STATE_ACTIVELIGHT(7),                               { STATE_ACTIVELIGHT(7),                               light               }, 0                               },
5005     /* Viewport */
5006     { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_vertexpart }, 0                               },
5007       /* Transform states follow                    */
5008     { STATE_TRANSFORM(WINED3DTS_VIEW),                    { STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      }, 0                               },
5009     { STATE_TRANSFORM(WINED3DTS_PROJECTION),              { STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection}, 0                               },
5010     { STATE_TRANSFORM(WINED3DTS_TEXTURE0),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
5011     { STATE_TRANSFORM(WINED3DTS_TEXTURE1),                { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
5012     { STATE_TRANSFORM(WINED3DTS_TEXTURE2),                { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
5013     { STATE_TRANSFORM(WINED3DTS_TEXTURE3),                { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
5014     { STATE_TRANSFORM(WINED3DTS_TEXTURE4),                { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
5015     { STATE_TRANSFORM(WINED3DTS_TEXTURE5),                { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
5016     { STATE_TRANSFORM(WINED3DTS_TEXTURE6),                { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
5017     { STATE_TRANSFORM(WINED3DTS_TEXTURE7),                { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
5018     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        transform_world     }, 0                               },
5019     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        transform_worldex   }, 0                               },
5020     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        transform_worldex   }, 0                               },
5021     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        transform_worldex   }, 0                               },
5022     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        transform_worldex   }, 0                               },
5023     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        transform_worldex   }, 0                               },
5024     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        transform_worldex   }, 0                               },
5025     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        transform_worldex   }, 0                               },
5026     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        transform_worldex   }, 0                               },
5027     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        transform_worldex   }, 0                               },
5028     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        transform_worldex   }, 0                               },
5029     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        transform_worldex   }, 0                               },
5030     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        transform_worldex   }, 0                               },
5031     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        transform_worldex   }, 0                               },
5032     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        transform_worldex   }, 0                               },
5033     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        transform_worldex   }, 0                               },
5034     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        transform_worldex   }, 0                               },
5035     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        transform_worldex   }, 0                               },
5036     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        transform_worldex   }, 0                               },
5037     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        transform_worldex   }, 0                               },
5038     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        transform_worldex   }, 0                               },
5039     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        transform_worldex   }, 0                               },
5040     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        transform_worldex   }, 0                               },
5041     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        transform_worldex   }, 0                               },
5042     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        transform_worldex   }, 0                               },
5043     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        transform_worldex   }, 0                               },
5044     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        transform_worldex   }, 0                               },
5045     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        transform_worldex   }, 0                               },
5046     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        transform_worldex   }, 0                               },
5047     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        transform_worldex   }, 0                               },
5048     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        transform_worldex   }, 0                               },
5049     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        transform_worldex   }, 0                               },
5050     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        transform_worldex   }, 0                               },
5051     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        transform_worldex   }, 0                               },
5052     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        transform_worldex   }, 0                               },
5053     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        transform_worldex   }, 0                               },
5054     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        transform_worldex   }, 0                               },
5055     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        transform_worldex   }, 0                               },
5056     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        transform_worldex   }, 0                               },
5057     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        transform_worldex   }, 0                               },
5058     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        transform_worldex   }, 0                               },
5059     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        transform_worldex   }, 0                               },
5060     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        transform_worldex   }, 0                               },
5061     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        transform_worldex   }, 0                               },
5062     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        transform_worldex   }, 0                               },
5063     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        transform_worldex   }, 0                               },
5064     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        transform_worldex   }, 0                               },
5065     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        transform_worldex   }, 0                               },
5066     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        transform_worldex   }, 0                               },
5067     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        transform_worldex   }, 0                               },
5068     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        transform_worldex   }, 0                               },
5069     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        transform_worldex   }, 0                               },
5070     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        transform_worldex   }, 0                               },
5071     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        transform_worldex   }, 0                               },
5072     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        transform_worldex   }, 0                               },
5073     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        transform_worldex   }, 0                               },
5074     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        transform_worldex   }, 0                               },
5075     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        transform_worldex   }, 0                               },
5076     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        transform_worldex   }, 0                               },
5077     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        transform_worldex   }, 0                               },
5078     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        transform_worldex   }, 0                               },
5079     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        transform_worldex   }, 0                               },
5080     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        transform_worldex   }, 0                               },
5081     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        transform_worldex   }, 0                               },
5082     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        transform_worldex   }, 0                               },
5083     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        transform_worldex   }, 0                               },
5084     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        transform_worldex   }, 0                               },
5085     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        transform_worldex   }, 0                               },
5086     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        transform_worldex   }, 0                               },
5087     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        transform_worldex   }, 0                               },
5088     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        transform_worldex   }, 0                               },
5089     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        transform_worldex   }, 0                               },
5090     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        transform_worldex   }, 0                               },
5091     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        transform_worldex   }, 0                               },
5092     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        transform_worldex   }, 0                               },
5093     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        transform_worldex   }, 0                               },
5094     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        transform_worldex   }, 0                               },
5095     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        transform_worldex   }, 0                               },
5096     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        transform_worldex   }, 0                               },
5097     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        transform_worldex   }, 0                               },
5098     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        transform_worldex   }, 0                               },
5099     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        transform_worldex   }, 0                               },
5100     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        transform_worldex   }, 0                               },
5101     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        transform_worldex   }, 0                               },
5102     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        transform_worldex   }, 0                               },
5103     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        transform_worldex   }, 0                               },
5104     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        transform_worldex   }, 0                               },
5105     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        transform_worldex   }, 0                               },
5106     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        transform_worldex   }, 0                               },
5107     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        transform_worldex   }, 0                               },
5108     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        transform_worldex   }, 0                               },
5109     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        transform_worldex   }, 0                               },
5110     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        transform_worldex   }, 0                               },
5111     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        transform_worldex   }, 0                               },
5112     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        transform_worldex   }, 0                               },
5113     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        transform_worldex   }, 0                               },
5114     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        transform_worldex   }, 0                               },
5115     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        transform_worldex   }, 0                               },
5116     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        transform_worldex   }, 0                               },
5117     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        transform_worldex   }, 0                               },
5118     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   }, 0                               },
5119     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   }, 0                               },
5120     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   }, 0                               },
5121     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   }, 0                               },
5122     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   }, 0                               },
5123     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   }, 0                               },
5124     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   }, 0                               },
5125     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   }, 0                               },
5126     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   }, 0                               },
5127     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   }, 0                               },
5128     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   }, 0                               },
5129     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   }, 0                               },
5130     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   }, 0                               },
5131     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   }, 0                               },
5132     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   }, 0                               },
5133     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   }, 0                               },
5134     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   }, 0                               },
5135     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   }, 0                               },
5136     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   }, 0                               },
5137     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   }, 0                               },
5138     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   }, 0                               },
5139     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   }, 0                               },
5140     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   }, 0                               },
5141     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   }, 0                               },
5142     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   }, 0                               },
5143     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   }, 0                               },
5144     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   }, 0                               },
5145     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   }, 0                               },
5146     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   }, 0                               },
5147     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   }, 0                               },
5148     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   }, 0                               },
5149     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   }, 0                               },
5150     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   }, 0                               },
5151     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   }, 0                               },
5152     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   }, 0                               },
5153     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   }, 0                               },
5154     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   }, 0                               },
5155     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   }, 0                               },
5156     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   }, 0                               },
5157     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   }, 0                               },
5158     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   }, 0                               },
5159     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   }, 0                               },
5160     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   }, 0                               },
5161     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   }, 0                               },
5162     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   }, 0                               },
5163     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   }, 0                               },
5164     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   }, 0                               },
5165     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   }, 0                               },
5166     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   }, 0                               },
5167     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   }, 0                               },
5168     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   }, 0                               },
5169     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   }, 0                               },
5170     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   }, 0                               },
5171     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   }, 0                               },
5172     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   }, 0                               },
5173     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   }, 0                               },
5174     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   }, 0                               },
5175     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   }, 0                               },
5176     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   }, 0                               },
5177     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   }, 0                               },
5178     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   }, 0                               },
5179     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   }, 0                               },
5180     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   }, 0                               },
5181     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   }, 0                               },
5182     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   }, 0                               },
5183     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   }, 0                               },
5184     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   }, 0                               },
5185     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   }, 0                               },
5186     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   }, 0                               },
5187     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   }, 0                               },
5188     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   }, 0                               },
5189     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   }, 0                               },
5190     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   }, 0                               },
5191     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   }, 0                               },
5192     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   }, 0                               },
5193     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   }, 0                               },
5194     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   }, 0                               },
5195     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   }, 0                               },
5196     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   }, 0                               },
5197     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   }, 0                               },
5198     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   }, 0                               },
5199     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   }, 0                               },
5200     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   }, 0                               },
5201     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   }, 0                               },
5202     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   }, 0                               },
5203     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   }, 0                               },
5204     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   }, 0                               },
5205     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   }, 0                               },
5206     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   }, 0                               },
5207     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   }, 0                               },
5208     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   }, 0                               },
5209     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   }, 0                               },
5210     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   }, 0                               },
5211     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   }, 0                               },
5212     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   }, 0                               },
5213     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   }, 0                               },
5214     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   }, 0                               },
5215     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   }, 0                               },
5216     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   }, 0                               },
5217     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   }, 0                               },
5218     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   }, 0                               },
5219     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   }, 0                               },
5220     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   }, 0                               },
5221     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   }, 0                               },
5222     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   }, 0                               },
5223     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   }, 0                               },
5224     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   }, 0                               },
5225     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   }, 0                               },
5226     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   }, 0                               },
5227     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   }, 0                               },
5228     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   }, 0                               },
5229     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   }, 0                               },
5230     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   }, 0                               },
5231     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   }, 0                               },
5232     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   }, 0                               },
5233     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   }, 0                               },
5234     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   }, 0                               },
5235     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   }, 0                               },
5236     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   }, 0                               },
5237     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   }, 0                               },
5238     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   }, 0                               },
5239     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   }, 0                               },
5240     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   }, 0                               },
5241     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   }, 0                               },
5242     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   }, 0                               },
5243     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   }, 0                               },
5244     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   }, 0                               },
5245     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   }, 0                               },
5246     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   }, 0                               },
5247     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   }, 0                               },
5248     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   }, 0                               },
5249     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   }, 0                               },
5250     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   }, 0                               },
5251     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   }, 0                               },
5252     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   }, 0                               },
5253     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   }, 0                               },
5254     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   }, 0                               },
5255     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   }, 0                               },
5256     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   }, 0                               },
5257     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   }, 0                               },
5258     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   }, 0                               },
5259     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   }, 0                               },
5260     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   }, 0                               },
5261     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   }, 0                               },
5262     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   }, 0                               },
5263     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   }, 0                               },
5264     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   }, 0                               },
5265     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   }, 0                               },
5266     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   }, 0                               },
5267     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   }, 0                               },
5268     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   }, 0                               },
5269     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   }, 0                               },
5270     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   }, 0                               },
5271     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   }, 0                               },
5272     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   }, 0                               },
5273     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   }, 0                               },
5274     { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5275     { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5276     { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5277     { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5278     { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5279     { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5280     { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5281     { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
5282     { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5283     { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5284     { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5285     { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5286     { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5287     { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5288     { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5289     { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
5290       /* Fog */
5291     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
5292     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
5293     { STATE_RENDER(WINED3DRS_FOGSTART),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
5294     { STATE_RENDER(WINED3DRS_FOGEND),                     { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
5295     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
5296     { STATE_RENDER(WINED3DRS_FOGCOLOR),                   { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      }, 0                               },
5297     { STATE_RENDER(WINED3DRS_FOGDENSITY),                 { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    }, 0                               },
5298     { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog      }, NV_FOG_DISTANCE                 },
5299     { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog_w    }, 0                               },
5300     { STATE_RENDER(WINED3DRS_CLIPPING),                   { STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      }, 0                               },
5301     { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE),            { STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      }, 0                               },
5302     { STATE_RENDER(WINED3DRS_LIGHTING),                   { STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      }, 0                               },
5303     { STATE_RENDER(WINED3DRS_AMBIENT),                    { STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       }, 0                               },
5304     { STATE_RENDER(WINED3DRS_COLORVERTEX),                { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
5305     { STATE_RENDER(WINED3DRS_LOCALVIEWER),                { STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   }, 0                               },
5306     { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     }, 0                               },
5307     { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
5308     { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
5309     { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
5310     { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
5311     { STATE_RENDER(WINED3DRS_VERTEXBLEND),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend   }, ARB_VERTEX_BLEND                },
5312     { STATE_RENDER(WINED3DRS_VERTEXBLEND),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend_w }, 0                               },
5313     { STATE_RENDER(WINED3DRS_POINTSIZE),                  { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
5314     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_arb  }, ARB_POINT_PARAMETERS            },
5315     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_ext  }, EXT_POINT_PARAMETERS            },
5316     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_w    }, 0                               },
5317     { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite   }, ARB_POINT_SPRITE                },
5318     { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite_w }, 0                               },
5319     { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
5320     { STATE_RENDER(WINED3DRS_POINTSCALE_A),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
5321     { STATE_RENDER(WINED3DRS_POINTSCALE_B),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
5322     { STATE_RENDER(WINED3DRS_POINTSCALE_C),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
5323     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              state_psizemax_arb  }, ARB_POINT_PARAMETERS            },
5324     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              state_psizemax_ext  }, EXT_POINT_PARAMETERS            },
5325     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              state_psizemax_w    }, 0                               },
5326     /* pixel shaders need a different fog input */
5327     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pshader_fog   }, 0                               },
5328     /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5329      * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5330      * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5331      */
5332     { STATE_SAMPLER(0),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5333     { STATE_SAMPLER(0),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5334     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texmatrix   }, 0                               },
5335     { STATE_SAMPLER(1),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5336     { STATE_SAMPLER(1),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5337     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texmatrix   }, 0                               },
5338     { STATE_SAMPLER(2),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5339     { STATE_SAMPLER(2),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5340     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texmatrix   }, 0                               },
5341     { STATE_SAMPLER(3),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5342     { STATE_SAMPLER(3),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5343     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texmatrix   }, 0                               },
5344     { STATE_SAMPLER(4),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5345     { STATE_SAMPLER(4),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5346     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texmatrix   }, 0                               },
5347     { STATE_SAMPLER(5),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5348     { STATE_SAMPLER(5),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5349     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texmatrix   }, 0                               },
5350     { STATE_SAMPLER(6),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5351     { STATE_SAMPLER(6),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5352     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texmatrix   }, 0                               },
5353     { STATE_SAMPLER(7),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5354     { STATE_SAMPLER(7),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5355     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texmatrix   }, 0                               },
5356     {0 /* Terminate */,                                   { 0,                                                  0                   }, 0                               },
5357 };
5358
5359 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5360     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5361     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5362     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5363     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5364     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5365     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5366     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5367     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5368     { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5369     { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5370     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5371     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5372     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5373     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5374     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5375     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5376     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5377     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5378     { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5379     { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5380     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5381     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5382     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5383     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5384     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5385     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5386     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5387     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5388     { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5389     { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5390     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5391     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5392     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5393     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5394     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5395     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5396     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5397     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5398     { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5399     { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5400     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5401     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5402     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5403     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5404     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5405     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5406     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5407     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5408     { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5409     { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5410     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5411     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5412     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5413     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5414     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5415     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5416     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5417     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5418     { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5419     { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5420     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5421     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5422     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5423     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5424     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5425     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5426     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5427     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5428     { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5429     { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5430     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5431     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5432     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5433     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5434     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5435     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5436     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5437     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
5438     { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
5439     { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
5440     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, 0                               },
5441     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  apply_pixelshader   }, 0                               },
5442     { STATE_RENDER(WINED3DRS_BORDERCOLOR),                { STATE_RENDER(WINED3DRS_BORDERCOLOR),                state_bordercolor   }, 0                               },
5443     { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     }, 0                               },
5444     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, 0                               },
5445     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, 0                               },
5446     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, 0                               },
5447     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, 0                               },
5448     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, 0                               },
5449     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, 0                               },
5450     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, 0                               },
5451     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, 0                               },
5452     {0 /* Terminate */,                                   { 0,                                                  0                   }, 0                               },
5453 };
5454 #undef GLINFO_LOCATION
5455
5456 #define GLINFO_LOCATION (*gl_info)
5457 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5458
5459 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) {
5460     pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD         |
5461                             WINED3DTEXOPCAPS_ADDSIGNED   |
5462                             WINED3DTEXOPCAPS_ADDSIGNED2X |
5463                             WINED3DTEXOPCAPS_MODULATE    |
5464                             WINED3DTEXOPCAPS_MODULATE2X  |
5465                             WINED3DTEXOPCAPS_MODULATE4X  |
5466                             WINED3DTEXOPCAPS_SELECTARG1  |
5467                             WINED3DTEXOPCAPS_SELECTARG2  |
5468                             WINED3DTEXOPCAPS_DISABLE;
5469
5470     if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5471         GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5472         GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5473         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA  |
5474                                 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA  |
5475                                 WINED3DTEXOPCAPS_BLENDFACTORALPHA   |
5476                                 WINED3DTEXOPCAPS_BLENDCURRENTALPHA  |
5477                                 WINED3DTEXOPCAPS_LERP               |
5478                                 WINED3DTEXOPCAPS_SUBTRACT;
5479     }
5480     if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5481         GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5482         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH              |
5483                                 WINED3DTEXOPCAPS_MULTIPLYADD            |
5484                                 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5485                                 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5486                                 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5487     }
5488     if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5489         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5490
5491     pCaps->MaxTextureBlendStages   = GL_LIMITS(texture_stages);
5492     pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5493 }
5494
5495 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5496 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5497 static BOOL ffp_conv_supported(WINED3DFORMAT fmt) {
5498     TRACE("Checking shader format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
5499     return FALSE;
5500 }
5501
5502 const struct fragment_pipeline ffp_fragment_pipeline = {
5503     ffp_enable,
5504     ffp_fragment_get_caps,
5505     ffp_fragment_alloc,
5506     ffp_fragment_free,
5507     ffp_conv_supported,
5508     ffp_fragmentstate_template,
5509     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5510 };
5511
5512 static int num_handlers(APPLYSTATEFUNC *funcs) {
5513     unsigned int i;
5514     for(i = 0; funcs[i]; i++);
5515     return i;
5516 }
5517
5518 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5519     stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5520     stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5521 }
5522
5523 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5524     stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5525     stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5526     stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5527 }
5528
5529 void compile_state_table(struct StateEntry *StateTable,
5530                          APPLYSTATEFUNC **dev_multistate_funcs,
5531                          WineD3D_GL_Info *gl_info,
5532                          const struct StateEntryTemplate *vertex,
5533                          const struct fragment_pipeline *fragment,
5534                          const struct StateEntryTemplate *misc) {
5535     unsigned int i, type, handlers;
5536     APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5537     const struct StateEntryTemplate *cur;
5538     BOOL set[STATE_HIGHEST + 1];
5539
5540     memset(multistate_funcs, 0, sizeof(multistate_funcs));
5541
5542     for(i = 0; i < STATE_HIGHEST + 1; i++) {
5543         StateTable[i].representative = 0;
5544         StateTable[i].apply = state_undefined;
5545     }
5546
5547     for(type = 0; type < 3; type++) {
5548         /* This switch decides the order in which the states are applied */
5549         switch(type) {
5550             case 0: cur = misc; break;
5551             case 1: cur = fragment->states; break;
5552             case 2: cur = vertex; break;
5553             default: cur = NULL; /* Stupid compiler */
5554         }
5555         if(!cur) continue;
5556
5557         /* GL extension filtering should not prevent multiple handlers being applied from different
5558          * pipeline parts
5559          */
5560         memset(set, 0, sizeof(set));
5561
5562         for(i = 0; cur[i].state; i++) {
5563
5564             /* Only use the first matching state with the available extension from one template.
5565              * e.g.
5566              * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5567              * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0        }
5568              *
5569              * if GL_XYZ_fancy is supported, ignore the 2nd line
5570              */
5571             if(set[cur[i].state]) continue;
5572             /* Skip state lines depending on unsupported extensions */
5573             if(cur[i].extension && !GL_SUPPORT(cur[i].extension)) continue;
5574             set[cur[i].state] = TRUE;
5575             /* In some cases having an extension means that nothing has to be
5576              * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5577              * supported, the texture coordinate fixup can be ignored. If the
5578              * apply function is used, mark the state set(done above) to prevent
5579              * applying later lines, but do not record anything in the state
5580              * table
5581              */
5582             if(!cur[i].content.apply) continue;
5583
5584             handlers = num_handlers(multistate_funcs[cur[i].state]);
5585             multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5586             switch(handlers) {
5587                 case 0:
5588                     StateTable[cur[i].state].apply = cur[i].content.apply;
5589                     break;
5590                 case 1:
5591                     StateTable[cur[i].state].apply = multistate_apply_2;
5592                     dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5593                                                                    0,
5594                                                                    sizeof(**dev_multistate_funcs) * 2);
5595                     dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5596                     dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5597                     break;
5598                 case 2:
5599                     StateTable[cur[i].state].apply = multistate_apply_3;
5600                     HeapFree(GetProcessHeap(), 0, multistate_funcs[cur[i].state]);
5601                     dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5602                                                                    0,
5603                                                                    sizeof(**dev_multistate_funcs) * 3);
5604                     dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5605                     dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5606                     dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5607                     break;
5608                 default:
5609                     ERR("Unexpected amount of state handlers for state %u: %u\n",
5610                         cur[i].state, handlers + 1);
5611             }
5612
5613             if(StateTable[cur[i].state].representative &&
5614             StateTable[cur[i].state].representative != cur[i].content.representative) {
5615                 FIXME("State %u has different representatives in different pipeline parts\n",
5616                     cur[i].state);
5617             }
5618             StateTable[cur[i].state].representative = cur[i].content.representative;
5619         }
5620     }
5621 }
5622 #undef GLINFO_LOCATION