wined3d: Recognize geometry shaders in shader_trace_init().
[wine] / dlls / wined3d / state.c
1 /*
2  * Direct3D state management
3  *
4  * Copyright 2002 Lionel Ulmer
5  * Copyright 2002-2005 Jason Edmeades
6  * Copyright 2003-2004 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Henri Verbeet
10  * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36
37 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
38
39 /* GL locking for state handlers is done by the caller. */
40
41 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
42
43 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
44     /* Used for states which are not mapped to a gl state as-is, but used somehow different,
45      * e.g as a parameter for drawing, or which are unimplemented in windows d3d
46      */
47     if(STATE_IS_RENDER(state)) {
48         WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
49         TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
50     } else {
51         /* Shouldn't have an unknown type here */
52         FIXME("%d no direct mapping to gl of state with unknown type\n", state);
53     }
54 }
55
56 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
57     /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
58      * list without causing confusing terminal output. Deliberately no special debug name here
59      * because its undefined.
60      */
61     WARN("undefined state %d\n", state);
62 }
63
64 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
65     WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
66
67     switch(Value) {
68         case WINED3DFILL_POINT:
69             glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
70             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
71             break;
72         case WINED3DFILL_WIREFRAME:
73             glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
74             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
75             break;
76         case WINED3DFILL_SOLID:
77             glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
78             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
79             break;
80         default:
81             FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
82     }
83 }
84
85 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
86     /* Lighting is not enabled if transformed vertices are drawn
87      * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
88      * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
89      * vertex declaration applying function calls this function for updating
90      */
91
92     if(isStateDirty(context, STATE_VDECL)) {
93         return;
94     }
95
96     if (stateblock->renderState[WINED3DRS_LIGHTING]
97             && !stateblock->wineD3DDevice->strided_streams.position_transformed)
98     {
99         glEnable(GL_LIGHTING);
100         checkGLcall("glEnable GL_LIGHTING");
101     } else {
102         glDisable(GL_LIGHTING);
103         checkGLcall("glDisable GL_LIGHTING");
104     }
105 }
106
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108     /* No z test without depth stencil buffers */
109     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110         TRACE("No Z buffer - disabling depth test\n");
111         glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
112         checkGLcall("glDisable GL_DEPTH_TEST");
113         return;
114     }
115
116     switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
117         case WINED3DZB_FALSE:
118             glDisable(GL_DEPTH_TEST);
119             checkGLcall("glDisable GL_DEPTH_TEST");
120             break;
121         case WINED3DZB_TRUE:
122             glEnable(GL_DEPTH_TEST);
123             checkGLcall("glEnable GL_DEPTH_TEST");
124             break;
125         case WINED3DZB_USEW:
126             glEnable(GL_DEPTH_TEST);
127             checkGLcall("glEnable GL_DEPTH_TEST");
128             FIXME("W buffer is not well handled\n");
129             break;
130         default:
131             FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
132     }
133 }
134
135 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
136     /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
137      * switch
138      */
139     switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
140         case WINED3DCULL_NONE:
141             glDisable(GL_CULL_FACE);
142             checkGLcall("glDisable GL_CULL_FACE");
143             break;
144         case WINED3DCULL_CW:
145             glEnable(GL_CULL_FACE);
146             checkGLcall("glEnable GL_CULL_FACE");
147             glCullFace(GL_FRONT);
148             checkGLcall("glCullFace(GL_FRONT)");
149             break;
150         case WINED3DCULL_CCW:
151             glEnable(GL_CULL_FACE);
152             checkGLcall("glEnable GL_CULL_FACE");
153             glCullFace(GL_BACK);
154             checkGLcall("glCullFace(GL_BACK)");
155             break;
156         default:
157             FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
158     }
159 }
160
161 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
162     switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
163         case WINED3DSHADE_FLAT:
164             glShadeModel(GL_FLAT);
165             checkGLcall("glShadeModel(GL_FLAT)");
166             break;
167         case WINED3DSHADE_GOURAUD:
168             glShadeModel(GL_SMOOTH);
169             checkGLcall("glShadeModel(GL_SMOOTH)");
170             break;
171         case WINED3DSHADE_PHONG:
172             FIXME("WINED3DSHADE_PHONG isn't supported\n");
173             break;
174         default:
175             FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
176     }
177 }
178
179 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
180     if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
181         glEnable(GL_DITHER);
182         checkGLcall("glEnable GL_DITHER");
183     } else {
184         glDisable(GL_DITHER);
185         checkGLcall("glDisable GL_DITHER");
186     }
187 }
188
189 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
190     /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
191      * this has to be merged with ZENABLE and ZFUNC
192      */
193     if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
194         glDepthMask(1);
195         checkGLcall("glDepthMask(1)");
196     } else {
197         glDepthMask(0);
198         checkGLcall("glDepthMask(0)");
199     }
200 }
201
202 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203     int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
204
205     if(glParm) {
206         if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
207             static BOOL once = FALSE;
208             /* There are a few issues with this: First, our inability to
209              * select a proper Z depth, most of the time we're stuck with
210              * D24S8, even if the app selects D32 or D16. There seem to be
211              * some other precision problems which have to be debugged to
212              * make NOTEQUAL and EQUAL work properly
213              */
214             if(!once) {
215                 once = TRUE;
216                 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
217             }
218         }
219
220         glDepthFunc(glParm);
221         checkGLcall("glDepthFunc");
222     }
223 }
224
225 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
226     float col[4];
227     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
228
229     TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
230     glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
231     checkGLcall("glLightModel for MODEL_AMBIENT");
232 }
233
234 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
235     int srcBlend = GL_ZERO;
236     int dstBlend = GL_ZERO;
237     IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
238
239     /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
240     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]      ||
241         stateblock->renderState[WINED3DRS_EDGEANTIALIAS]         ||
242         stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
243
244         /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
245          * The d3d9 visual test confirms the behavior. */
246         if (!(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
247         {
248             glDisable(GL_BLEND);
249             checkGLcall("glDisable GL_BLEND");
250             return;
251         } else {
252             glEnable(GL_BLEND);
253             checkGLcall("glEnable GL_BLEND");
254         }
255     } else {
256         glDisable(GL_BLEND);
257         checkGLcall("glDisable GL_BLEND");
258         /* Nothing more to do - get out */
259         return;
260     };
261
262     switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
263         case WINED3DBLEND_ZERO               : dstBlend = GL_ZERO;  break;
264         case WINED3DBLEND_ONE                : dstBlend = GL_ONE;  break;
265         case WINED3DBLEND_SRCCOLOR           : dstBlend = GL_SRC_COLOR;  break;
266         case WINED3DBLEND_INVSRCCOLOR        : dstBlend = GL_ONE_MINUS_SRC_COLOR;  break;
267         case WINED3DBLEND_SRCALPHA           : dstBlend = GL_SRC_ALPHA;  break;
268         case WINED3DBLEND_INVSRCALPHA        : dstBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
269         case WINED3DBLEND_DESTCOLOR          : dstBlend = GL_DST_COLOR;  break;
270         case WINED3DBLEND_INVDESTCOLOR       : dstBlend = GL_ONE_MINUS_DST_COLOR;  break;
271
272         /* To compensate the lack of format switching with backbuffer offscreen rendering,
273          * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
274          * if the render target doesn't support alpha blending. A nonexistent alpha channel
275          * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
276          */
277         case WINED3DBLEND_DESTALPHA          :
278             dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
279             break;
280         case WINED3DBLEND_INVDESTALPHA       :
281             dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
282             break;
283
284         case WINED3DBLEND_SRCALPHASAT        :
285             dstBlend = GL_SRC_ALPHA_SATURATE;
286             WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
287             break;
288
289         /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
290          * values which are still valid up to d3d9. They should not occur as dest blend values
291          */
292         case WINED3DBLEND_BOTHSRCALPHA       : dstBlend = GL_SRC_ALPHA;
293             srcBlend = GL_SRC_ALPHA;
294             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
295             break;
296
297         case WINED3DBLEND_BOTHINVSRCALPHA    : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
298             srcBlend = GL_ONE_MINUS_SRC_ALPHA;
299             FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
300             break;
301
302         case WINED3DBLEND_BLENDFACTOR        : dstBlend = GL_CONSTANT_COLOR;   break;
303         case WINED3DBLEND_INVBLENDFACTOR     : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
304         default:
305             FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
306     }
307
308     switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
309         case WINED3DBLEND_ZERO               : srcBlend = GL_ZERO;  break;
310         case WINED3DBLEND_ONE                : srcBlend = GL_ONE;  break;
311         case WINED3DBLEND_SRCCOLOR           : srcBlend = GL_SRC_COLOR;  break;
312         case WINED3DBLEND_INVSRCCOLOR        : srcBlend = GL_ONE_MINUS_SRC_COLOR;  break;
313         case WINED3DBLEND_SRCALPHA           : srcBlend = GL_SRC_ALPHA;  break;
314         case WINED3DBLEND_INVSRCALPHA        : srcBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
315         case WINED3DBLEND_DESTCOLOR          : srcBlend = GL_DST_COLOR;  break;
316         case WINED3DBLEND_INVDESTCOLOR       : srcBlend = GL_ONE_MINUS_DST_COLOR;  break;
317         case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;
318
319         case WINED3DBLEND_DESTALPHA          :
320             srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
321             break;
322         case WINED3DBLEND_INVDESTALPHA       :
323             srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
324             break;
325
326         case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
327             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
328             break;
329
330         case WINED3DBLEND_BOTHINVSRCALPHA    : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
331             dstBlend = GL_SRC_ALPHA;
332             break;
333
334         case WINED3DBLEND_BLENDFACTOR        : srcBlend = GL_CONSTANT_COLOR;   break;
335         case WINED3DBLEND_INVBLENDFACTOR     : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
336         default:
337             FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
338     }
339
340     if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
341        stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
342         glEnable(GL_LINE_SMOOTH);
343         checkGLcall("glEnable(GL_LINE_SMOOTH)");
344         if(srcBlend != GL_SRC_ALPHA) {
345             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
346         }
347         if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
348             WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
349         }
350     } else {
351         glDisable(GL_LINE_SMOOTH);
352         checkGLcall("glDisable(GL_LINE_SMOOTH)");
353     }
354
355     /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
356     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
357         state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
358     }
359
360     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
361         int srcBlendAlpha = GL_ZERO;
362         int dstBlendAlpha = GL_ZERO;
363
364         /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
365         if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
366             WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
367             return;
368         }
369
370         switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
371             case WINED3DBLEND_ZERO               : dstBlendAlpha = GL_ZERO;  break;
372             case WINED3DBLEND_ONE                : dstBlendAlpha = GL_ONE;  break;
373             case WINED3DBLEND_SRCCOLOR           : dstBlendAlpha = GL_SRC_COLOR;  break;
374             case WINED3DBLEND_INVSRCCOLOR        : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
375             case WINED3DBLEND_SRCALPHA           : dstBlendAlpha = GL_SRC_ALPHA;  break;
376             case WINED3DBLEND_INVSRCALPHA        : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
377             case WINED3DBLEND_DESTCOLOR          : dstBlendAlpha = GL_DST_COLOR;  break;
378             case WINED3DBLEND_INVDESTCOLOR       : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
379             case WINED3DBLEND_DESTALPHA          : dstBlendAlpha = GL_DST_ALPHA;  break;
380             case WINED3DBLEND_INVDESTALPHA       : dstBlendAlpha = GL_DST_ALPHA;  break;
381             case WINED3DBLEND_SRCALPHASAT        :
382                 dstBlend = GL_SRC_ALPHA_SATURATE;
383                 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
384                 break;
385             /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
386             * values which are still valid up to d3d9. They should not occur as dest blend values
387             */
388             case WINED3DBLEND_BOTHSRCALPHA       :
389                 dstBlendAlpha = GL_SRC_ALPHA;
390                 srcBlendAlpha = GL_SRC_ALPHA;
391                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
392                 break;
393             case WINED3DBLEND_BOTHINVSRCALPHA    :
394                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
395                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
396                 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
397                 break;
398             case WINED3DBLEND_BLENDFACTOR        : dstBlendAlpha = GL_CONSTANT_COLOR;   break;
399             case WINED3DBLEND_INVBLENDFACTOR     : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
400             default:
401                 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
402         }
403
404         switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
405             case WINED3DBLEND_ZERO               : srcBlendAlpha = GL_ZERO;  break;
406             case WINED3DBLEND_ONE                : srcBlendAlpha = GL_ONE;  break;
407             case WINED3DBLEND_SRCCOLOR           : srcBlendAlpha = GL_SRC_COLOR;  break;
408             case WINED3DBLEND_INVSRCCOLOR        : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
409             case WINED3DBLEND_SRCALPHA           : srcBlendAlpha = GL_SRC_ALPHA;  break;
410             case WINED3DBLEND_INVSRCALPHA        : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
411             case WINED3DBLEND_DESTCOLOR          : srcBlendAlpha = GL_DST_COLOR;  break;
412             case WINED3DBLEND_INVDESTCOLOR       : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
413             case WINED3DBLEND_SRCALPHASAT        : srcBlendAlpha = GL_SRC_ALPHA_SATURATE;  break;
414             case WINED3DBLEND_DESTALPHA          : srcBlendAlpha = GL_DST_ALPHA;  break;
415             case WINED3DBLEND_INVDESTALPHA       : srcBlendAlpha = GL_DST_ALPHA;  break;
416             case WINED3DBLEND_BOTHSRCALPHA       :
417                 srcBlendAlpha = GL_SRC_ALPHA;
418                 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
419                 break;
420             case WINED3DBLEND_BOTHINVSRCALPHA    :
421                 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
422                 dstBlendAlpha = GL_SRC_ALPHA;
423                 break;
424             case WINED3DBLEND_BLENDFACTOR        : srcBlendAlpha = GL_CONSTANT_COLOR;   break;
425             case WINED3DBLEND_INVBLENDFACTOR     : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
426             default:
427                 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
428         }
429
430         GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
431         checkGLcall("glBlendFuncSeparateEXT");
432     } else {
433         TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
434         glBlendFunc(srcBlend, dstBlend);
435         checkGLcall("glBlendFunc");
436     }
437
438     /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
439         so it may need updating */
440     if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
441         const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
442         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
443     }
444 }
445
446 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
447     WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
448 }
449
450 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
451     float col[4];
452
453     TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
454     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
455     GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
456     checkGLcall("glBlendColor");
457 }
458
459 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
460     int glParm = 0;
461     float ref;
462     BOOL enable_ckey = FALSE;
463
464     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
465
466     /* Find out if the texture on the first stage has a ckey set
467      * The alpha state func reads the texture settings, even though alpha and texture are not grouped
468      * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
469      * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
470      * in case it finds some texture+colorkeyenable combination which needs extra care.
471      */
472     if (stateblock->textures[0])
473     {
474         UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
475
476         if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
477         {
478             IWineD3DSurfaceImpl *surf;
479
480             surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
481
482             if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
483             {
484                 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
485                  * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
486                  * surface has alpha bits */
487                 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
488             }
489         }
490     }
491
492     if(enable_ckey || context->last_was_ckey) {
493         const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
494         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
495     }
496     context->last_was_ckey = enable_ckey;
497
498     if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
499         (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
500         glEnable(GL_ALPHA_TEST);
501         checkGLcall("glEnable GL_ALPHA_TEST");
502     } else {
503         glDisable(GL_ALPHA_TEST);
504         checkGLcall("glDisable GL_ALPHA_TEST");
505         /* Alpha test is disabled, don't bother setting the params - it will happen on the next
506          * enable call
507          */
508         return;
509     }
510
511     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
512         glParm = GL_NOTEQUAL;
513         ref = 0.0;
514     } else {
515         ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
516         glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
517     }
518     if(glParm) {
519         glAlphaFunc(glParm, ref);
520         checkGLcall("glAlphaFunc");
521     }
522 }
523
524 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
525     DWORD enable  = 0xFFFFFFFF;
526     DWORD disable = 0x00000000;
527
528     if (!stateblock->wineD3DDevice->vs_clipping && use_vs(stateblock))
529     {
530         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
531          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
532          * conditions I got sick of tracking down. The shader state handler disables all clip planes because
533          * of that - don't do anything here and keep them disabled
534          */
535         if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
536             static BOOL warned = FALSE;
537             if(!warned) {
538                 FIXME("Clipping not supported with vertex shaders\n");
539                 warned = TRUE;
540             }
541         }
542         return;
543     }
544
545     /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
546      * of already set values
547      */
548
549     /* If enabling / disabling all
550      * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
551      */
552     if (stateblock->renderState[WINED3DRS_CLIPPING]) {
553         enable  = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
554         disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
555         if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
556             glDisable(GL_DEPTH_CLAMP_NV);
557             checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
558         }
559     } else {
560         disable = 0xffffffff;
561         enable  = 0x00;
562         if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
563             glEnable(GL_DEPTH_CLAMP_NV);
564             checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
565         }
566     }
567
568     if (enable & WINED3DCLIPPLANE0)  { glEnable(GL_CLIP_PLANE0);  checkGLcall("glEnable(clip plane 0)"); }
569     if (enable & WINED3DCLIPPLANE1)  { glEnable(GL_CLIP_PLANE1);  checkGLcall("glEnable(clip plane 1)"); }
570     if (enable & WINED3DCLIPPLANE2)  { glEnable(GL_CLIP_PLANE2);  checkGLcall("glEnable(clip plane 2)"); }
571     if (enable & WINED3DCLIPPLANE3)  { glEnable(GL_CLIP_PLANE3);  checkGLcall("glEnable(clip plane 3)"); }
572     if (enable & WINED3DCLIPPLANE4)  { glEnable(GL_CLIP_PLANE4);  checkGLcall("glEnable(clip plane 4)"); }
573     if (enable & WINED3DCLIPPLANE5)  { glEnable(GL_CLIP_PLANE5);  checkGLcall("glEnable(clip plane 5)"); }
574
575     if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
576     if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
577     if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
578     if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
579     if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
580     if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
581
582     /** update clipping status */
583     if (enable) {
584         stateblock->clip_status.ClipUnion = 0;
585         stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
586     } else {
587         stateblock->clip_status.ClipUnion = 0;
588         stateblock->clip_status.ClipIntersection = 0;
589     }
590 }
591
592 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
593     WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
594 }
595
596 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
597     int blendEquation = GL_FUNC_ADD;
598     int blendEquationAlpha = GL_FUNC_ADD;
599
600     /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
601     if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
602         WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
603         return;
604     }
605
606     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
607         case WINED3DBLENDOP_ADD              : blendEquation = GL_FUNC_ADD;              break;
608         case WINED3DBLENDOP_SUBTRACT         : blendEquation = GL_FUNC_SUBTRACT;         break;
609         case WINED3DBLENDOP_REVSUBTRACT      : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
610         case WINED3DBLENDOP_MIN              : blendEquation = GL_MIN;                   break;
611         case WINED3DBLENDOP_MAX              : blendEquation = GL_MAX;                   break;
612         default:
613             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
614     }
615
616     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
617         case WINED3DBLENDOP_ADD              : blendEquationAlpha = GL_FUNC_ADD;              break;
618         case WINED3DBLENDOP_SUBTRACT         : blendEquationAlpha = GL_FUNC_SUBTRACT;         break;
619         case WINED3DBLENDOP_REVSUBTRACT      : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
620         case WINED3DBLENDOP_MIN              : blendEquationAlpha = GL_MIN;                   break;
621         case WINED3DBLENDOP_MAX              : blendEquationAlpha = GL_MAX;                   break;
622         default:
623             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
624     }
625
626     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
627         TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
628         GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
629         checkGLcall("glBlendEquationSeparateEXT");
630     } else {
631         TRACE("glBlendEquation(%x)\n", blendEquation);
632         GL_EXTCALL(glBlendEquationEXT(blendEquation));
633         checkGLcall("glBlendEquation");
634     }
635 }
636
637 static void
638 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
639     /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
640      * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
641      * specular color. This is wrong:
642      * Separate specular color means the specular colour is maintained separately, whereas
643      * single color means it is merged in. However in both cases they are being used to
644      * some extent.
645      * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
646      * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
647      * running 1.4 yet!
648      *
649      *
650      * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
651      * Instead, we need to setup the FinalCombiner properly.
652      *
653      * The default setup for the FinalCombiner is:
654      *
655      * <variable>       <input>                             <mapping>               <usage>
656      * GL_VARIABLE_A_NV GL_FOG,                             GL_UNSIGNED_IDENTITY_NV GL_ALPHA
657      * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV   GL_UNSIGNED_IDENTITY_NV GL_RGB
658      * GL_VARIABLE_C_NV GL_FOG                              GL_UNSIGNED_IDENTITY_NV GL_RGB
659      * GL_VARIABLE_D_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
660      * GL_VARIABLE_E_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
661      * GL_VARIABLE_F_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
662      * GL_VARIABLE_G_NV GL_SPARE0_NV                        GL_UNSIGNED_IDENTITY_NV GL_ALPHA
663      *
664      * That's pretty much fine as it is, except for variable B, which needs to take
665      * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
666      * whether WINED3DRS_SPECULARENABLE is enabled or not.
667      */
668
669     TRACE("Setting specular enable state and materials\n");
670     if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
671         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
672         checkGLcall("glMaterialfv");
673
674         if(stateblock->material.Power > GL_LIMITS(shininess)) {
675             /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
676              * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
677              * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
678              * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
679              * them, it should be safe to do so without major visual distortions.
680              */
681             WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
682             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
683         } else {
684             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
685         }
686         checkGLcall("glMaterialf(GL_SHININESS)");
687
688         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
689             glEnable(GL_COLOR_SUM_EXT);
690         } else {
691             TRACE("Specular colors cannot be enabled in this version of opengl\n");
692         }
693         checkGLcall("glEnable(GL_COLOR_SUM)");
694
695         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
696             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
697             checkGLcall("glFinalCombinerInputNV()");
698         }
699     } else {
700         static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
701
702         /* for the case of enabled lighting: */
703         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
704         checkGLcall("glMaterialfv");
705
706         /* for the case of disabled lighting: */
707         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
708             glDisable(GL_COLOR_SUM_EXT);
709         } else {
710             TRACE("Specular colors cannot be disabled in this version of opengl\n");
711         }
712         checkGLcall("glDisable(GL_COLOR_SUM)");
713
714         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
715             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
716             checkGLcall("glFinalCombinerInputNV()");
717         }
718     }
719
720     TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
721           stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
722     TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
723           stateblock->material.Ambient.b, stateblock->material.Ambient.a);
724     TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
725           stateblock->material.Specular.b, stateblock->material.Specular.a);
726     TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
727           stateblock->material.Emissive.b, stateblock->material.Emissive.a);
728
729     glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
730     checkGLcall("glMaterialfv(GL_AMBIENT)");
731     glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
732     checkGLcall("glMaterialfv(GL_DIFFUSE)");
733     glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
734     checkGLcall("glMaterialfv(GL_EMISSION)");
735 }
736
737 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
738     unsigned int i;
739
740     /* Note the texture color applies to all textures whereas
741      * GL_TEXTURE_ENV_COLOR applies to active only
742      */
743     float col[4];
744     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
745
746     /* And now the default texture color as well */
747     for (i = 0; i < GL_LIMITS(texture_stages); i++) {
748         /* Note the WINED3DRS value applies to all textures, but GL has one
749          * per texture, so apply it now ready to be used!
750          */
751         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
752         checkGLcall("glActiveTextureARB");
753
754         glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
755         checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
756     }
757 }
758
759 static void
760 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
761     glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
762     checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
763     GL_EXTCALL(glActiveStencilFaceEXT(face));
764     checkGLcall("glActiveStencilFaceEXT(...)");
765     glStencilFunc(func, ref, mask);
766     checkGLcall("glStencilFunc(...)");
767     glStencilOp(stencilFail, depthFail, stencilPass);
768     checkGLcall("glStencilOp(...)");
769 }
770
771 static void
772 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
773     DWORD onesided_enable = FALSE;
774     DWORD twosided_enable = FALSE;
775     GLint func = GL_ALWAYS;
776     GLint func_ccw = GL_ALWAYS;
777     GLint ref = 0;
778     GLuint mask = 0;
779     GLint stencilFail = GL_KEEP;
780     GLint depthFail = GL_KEEP;
781     GLint stencilPass = GL_KEEP;
782     GLint stencilFail_ccw = GL_KEEP;
783     GLint depthFail_ccw = GL_KEEP;
784     GLint stencilPass_ccw = GL_KEEP;
785
786     /* No stencil test without a stencil buffer */
787     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
788         glDisable(GL_STENCIL_TEST);
789         checkGLcall("glDisable GL_STENCIL_TEST");
790         return;
791     }
792
793     onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
794     twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
795     if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
796         func = GL_ALWAYS;
797     if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
798         func_ccw = GL_ALWAYS;
799     ref = stateblock->renderState[WINED3DRS_STENCILREF];
800     mask = stateblock->renderState[WINED3DRS_STENCILMASK];
801     stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
802     depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
803     stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
804     stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
805     depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
806     stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
807
808     TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
809           "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
810           "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
811     onesided_enable, twosided_enable, ref, mask,
812     func, stencilFail, depthFail, stencilPass,
813     func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
814
815     if (twosided_enable && onesided_enable) {
816         glEnable(GL_STENCIL_TEST);
817         checkGLcall("glEnable GL_STENCIL_TEST");
818
819         if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
820             /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
821              * which has an effect on the code below too. If we apply the front face
822              * afterwards, we are sure that the active stencil face is set to front,
823              * and other stencil functions which do not use two sided stencil do not have
824              * to set it back
825              */
826             renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
827                                          stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
828             renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
829                                          stencilFail, depthFail, stencilPass);
830         } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
831             GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
832             checkGLcall("glStencilFuncSeparateATI(...)");
833             GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
834             checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
835             GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
836             checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
837         } else {
838             ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
839         }
840     } else if(onesided_enable) {
841         if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
842             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
843             checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
844         }
845
846         /* This code disables the ATI extension as well, since the standard stencil functions are equal
847          * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
848          */
849         glEnable(GL_STENCIL_TEST);
850         checkGLcall("glEnable GL_STENCIL_TEST");
851         glStencilFunc(func, ref, mask);
852         checkGLcall("glStencilFunc(...)");
853         glStencilOp(stencilFail, depthFail, stencilPass);
854         checkGLcall("glStencilOp(...)");
855     } else {
856         glDisable(GL_STENCIL_TEST);
857         checkGLcall("glDisable GL_STENCIL_TEST");
858     }
859 }
860
861 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
862     DWORD mask;
863
864     if(stateblock->wineD3DDevice->stencilBufferTarget) {
865         mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
866     } else {
867         mask = 0;
868     }
869
870     GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
871     checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
872     glStencilMask(mask);
873     checkGLcall("glStencilMask");
874     GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
875     checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
876     glStencilMask(mask);
877 }
878
879 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
880     DWORD mask;
881
882     if(stateblock->wineD3DDevice->stencilBufferTarget) {
883         mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
884     } else {
885         mask = 0;
886     }
887
888     glStencilMask(mask);
889     checkGLcall("glStencilMask");
890 }
891
892 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
893
894     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
895
896     if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
897
898     /* Table fog on: Never use fog coords, and use per-fragment fog */
899     if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
900         glHint(GL_FOG_HINT, GL_NICEST);
901         if(context->fog_coord) {
902             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
903             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
904             context->fog_coord = FALSE;
905         }
906         return;
907     }
908
909     /* Otherwise use per-vertex fog in any case */
910     glHint(GL_FOG_HINT, GL_FASTEST);
911
912     if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
913         /* No fog at all, or transformed vertices: Use fog coord */
914         if(!context->fog_coord) {
915             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
916             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
917             context->fog_coord = TRUE;
918         }
919     } else {
920         /* Otherwise, use the fragment depth */
921         if(context->fog_coord) {
922             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
923             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
924             context->fog_coord = FALSE;
925         }
926     }
927 }
928
929 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
930     float fogstart, fogend;
931     union {
932         DWORD d;
933         float f;
934     } tmpvalue;
935
936     switch(context->fog_source) {
937         case FOGSOURCE_VS:
938             fogstart = 1.0;
939             fogend = 0.0;
940             break;
941
942         case FOGSOURCE_COORD:
943             fogstart = 255.0;
944             fogend = 0.0;
945             break;
946
947         case FOGSOURCE_FFP:
948             tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
949             fogstart = tmpvalue.f;
950             tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
951             fogend = tmpvalue.f;
952             /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
953             if(fogstart == fogend) {
954                 fogstart = -1.0 / 0.0;
955                 fogend = 0.0;
956             }
957             break;
958
959         default:
960             /* This should not happen.context->fog_source is set in wined3d, not the app.
961              * Still this is needed to make the compiler happy
962              */
963             ERR("Unexpected fog coordinate source\n");
964             fogstart = 0.0;
965             fogend = 0.0;
966     }
967
968     glFogf(GL_FOG_START, fogstart);
969     checkGLcall("glFogf(GL_FOG_START, fogstart)");
970     TRACE("Fog Start == %f\n", fogstart);
971
972     glFogf(GL_FOG_END, fogend);
973     checkGLcall("glFogf(GL_FOG_END, fogend)");
974     TRACE("Fog End == %f\n", fogend);
975 }
976
977 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
978     enum fogsource new_source;
979
980     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
981
982     if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
983         /* No fog? Disable it, and we're done :-) */
984         glDisableWINE(GL_FOG);
985         checkGLcall("glDisable GL_FOG");
986         return;
987     }
988
989     /* Fog Rules:
990      *
991      * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
992      * It can use the Z value of the vertex, or the alpha component of the specular color.
993      * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
994      * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
995      * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
996      *
997      * FOGTABLEMODE != NONE:
998      *  The Z value is used, with the equation specified, no matter what vertex type.
999      *
1000      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1001      *  Per vertex fog is calculated using the specified fog equation and the parameters
1002      *
1003      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1004      * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1005      *  Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1006      *
1007      *
1008      * Rules for vertex fog with shaders:
1009      *
1010      * When mixing fixed function functionality with the programmable pipeline, D3D expects
1011      * the fog computation to happen during transformation while openGL expects it to happen
1012      * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1013      * the pixel shader while openGL always expects the pixel shader to handle the blending.
1014      * To solve this problem, WineD3D does:
1015      * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1016      * shader,
1017      * and 2) disables the fog computation (in either the fixed function or programmable
1018      * rasterizer) if using a vertex program.
1019      *
1020      * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1021      * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1022      * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1023      * the specular color, a vertex shader counts as pretransformed geometry in this case.
1024      * There are some GL differences between specular fog coords and vertex shaders though.
1025      *
1026      * With table fog the vertex shader fog coordinate is ignored.
1027      *
1028      * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1029      * without shaders).
1030      */
1031
1032     /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1033      * the system will apply only pixel(=table) fog effects."
1034      */
1035     if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1036         if(use_vs(stateblock)) {
1037             glFogi(GL_FOG_MODE, GL_LINEAR);
1038             checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1039             new_source = FOGSOURCE_VS;
1040         } else {
1041             switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1042                 /* If processed vertices are used, fall through to the NONE case */
1043                 case WINED3DFOG_EXP:
1044                     if(!context->last_was_rhw) {
1045                         glFogi(GL_FOG_MODE, GL_EXP);
1046                         checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1047                         new_source = FOGSOURCE_FFP;
1048                         break;
1049                     }
1050                     /* drop through */
1051
1052                 case WINED3DFOG_EXP2:
1053                     if(!context->last_was_rhw) {
1054                         glFogi(GL_FOG_MODE, GL_EXP2);
1055                         checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1056                         new_source = FOGSOURCE_FFP;
1057                         break;
1058                     }
1059                     /* drop through */
1060
1061                 case WINED3DFOG_LINEAR:
1062                     if(!context->last_was_rhw) {
1063                         glFogi(GL_FOG_MODE, GL_LINEAR);
1064                         checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1065                         new_source = FOGSOURCE_FFP;
1066                         break;
1067                     }
1068                     /* drop through */
1069
1070                 case WINED3DFOG_NONE:
1071                     /* Both are none? According to msdn the alpha channel of the specular
1072                      * color contains a fog factor. Set it in drawStridedSlow.
1073                      * Same happens with Vertexfog on transformed vertices
1074                      */
1075                     new_source = FOGSOURCE_COORD;
1076                     glFogi(GL_FOG_MODE, GL_LINEAR);
1077                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1078                     break;
1079
1080                 default:
1081                     FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1082                     new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1083             }
1084         }
1085     } else {
1086         new_source = FOGSOURCE_FFP;
1087
1088         switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1089             case WINED3DFOG_EXP:
1090                 glFogi(GL_FOG_MODE, GL_EXP);
1091                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1092                 break;
1093
1094             case WINED3DFOG_EXP2:
1095                 glFogi(GL_FOG_MODE, GL_EXP2);
1096                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1097                 break;
1098
1099             case WINED3DFOG_LINEAR:
1100                 glFogi(GL_FOG_MODE, GL_LINEAR);
1101                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1102                 break;
1103
1104             case WINED3DFOG_NONE:   /* Won't happen */
1105             default:
1106                 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1107         }
1108     }
1109
1110     glEnableWINE(GL_FOG);
1111     checkGLcall("glEnable GL_FOG");
1112     if(new_source != context->fog_source) {
1113         context->fog_source = new_source;
1114         state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1115     }
1116 }
1117
1118 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1119     if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1120         WARN("Range fog enabled, but not supported by this opengl implementation\n");
1121     }
1122 }
1123
1124 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1125     if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1126         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1127         checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1128     } else {
1129         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1130         checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1131     }
1132 }
1133
1134 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1135     float col[4];
1136     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1137     glFogfv(GL_FOG_COLOR, &col[0]);
1138     checkGLcall("glFog GL_FOG_COLOR");
1139 }
1140
1141 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1142     union {
1143         DWORD d;
1144         float f;
1145     } tmpvalue;
1146     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1147     glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1148     checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1149 }
1150
1151 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1152     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1153     GLenum Parm = 0;
1154     const struct wined3d_stream_info_element *diffuse = &device->strided_streams.elements[WINED3D_FFP_DIFFUSE];
1155     BOOL isDiffuseSupplied;
1156
1157     /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1158      * The vertex declaration will call this function if the fixed function pipeline is used.
1159      */
1160
1161     if(isStateDirty(context, STATE_VDECL)) {
1162         return;
1163     }
1164
1165     isDiffuseSupplied = diffuse->data || diffuse->buffer_object;
1166
1167     context->num_untracked_materials = 0;
1168     if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1169         TRACE("diff %d, amb %d, emis %d, spec %d\n",
1170               stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1171               stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1172               stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1173               stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1174
1175         if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1176             if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1177                 Parm = GL_AMBIENT_AND_DIFFUSE;
1178             } else {
1179                 Parm = GL_DIFFUSE;
1180             }
1181             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1182                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1183                 context->num_untracked_materials++;
1184             }
1185             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1186                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1187                 context->num_untracked_materials++;
1188             }
1189         } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1190             Parm = GL_AMBIENT;
1191             if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1192                 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1193                 context->num_untracked_materials++;
1194             }
1195             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1196                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1197                 context->num_untracked_materials++;
1198             }
1199         } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1200             Parm = GL_EMISSION;
1201             if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1202                 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1203                 context->num_untracked_materials++;
1204             }
1205         } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1206             Parm = GL_SPECULAR;
1207         }
1208     }
1209
1210     /* Nothing changed, return. */
1211     if (Parm == context->tracking_parm) return;
1212
1213     if(!Parm) {
1214         glDisable(GL_COLOR_MATERIAL);
1215         checkGLcall("glDisable GL_COLOR_MATERIAL");
1216     } else {
1217         glColorMaterial(GL_FRONT_AND_BACK, Parm);
1218         checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1219         glEnable(GL_COLOR_MATERIAL);
1220         checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1221     }
1222
1223     /* Apparently calls to glMaterialfv are ignored for properties we're
1224      * tracking with glColorMaterial, so apply those here. */
1225     switch (context->tracking_parm) {
1226         case GL_AMBIENT_AND_DIFFUSE:
1227             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1228             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1229             checkGLcall("glMaterialfv");
1230             break;
1231
1232         case GL_DIFFUSE:
1233             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1234             checkGLcall("glMaterialfv");
1235             break;
1236
1237         case GL_AMBIENT:
1238             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1239             checkGLcall("glMaterialfv");
1240             break;
1241
1242         case GL_EMISSION:
1243             glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1244             checkGLcall("glMaterialfv");
1245             break;
1246
1247         case GL_SPECULAR:
1248             /* Only change material color if specular is enabled, otherwise it is set to black */
1249             if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1250                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1251                 checkGLcall("glMaterialfv");
1252             } else {
1253                 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1254                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1255                 checkGLcall("glMaterialfv");
1256             }
1257             break;
1258     }
1259
1260     context->tracking_parm = Parm;
1261 }
1262
1263 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1264     union {
1265         DWORD                 d;
1266         WINED3DLINEPATTERN    lp;
1267     } tmppattern;
1268     tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1269
1270     TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1271
1272     if (tmppattern.lp.wRepeatFactor) {
1273         glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1274         checkGLcall("glLineStipple(repeat, linepattern)");
1275         glEnable(GL_LINE_STIPPLE);
1276         checkGLcall("glEnable(GL_LINE_STIPPLE);");
1277     } else {
1278         glDisable(GL_LINE_STIPPLE);
1279         checkGLcall("glDisable(GL_LINE_STIPPLE);");
1280     }
1281 }
1282
1283 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1284     union {
1285         DWORD d;
1286         float f;
1287     } tmpvalue;
1288
1289     if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1290         tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1291         TRACE("ZBias value %f\n", tmpvalue.f);
1292         glPolygonOffset(0, -tmpvalue.f);
1293         checkGLcall("glPolygonOffset(0, -Value)");
1294         glEnable(GL_POLYGON_OFFSET_FILL);
1295         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1296         glEnable(GL_POLYGON_OFFSET_LINE);
1297         checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1298         glEnable(GL_POLYGON_OFFSET_POINT);
1299         checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1300     } else {
1301         glDisable(GL_POLYGON_OFFSET_FILL);
1302         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1303         glDisable(GL_POLYGON_OFFSET_LINE);
1304         checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1305         glDisable(GL_POLYGON_OFFSET_POINT);
1306         checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1307     }
1308 }
1309
1310
1311 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1312     if(isStateDirty(context, STATE_VDECL)) {
1313         return;
1314     }
1315     /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1316      * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1317      * by zero and is not properly defined in opengl, so avoid it
1318      */
1319     if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1320             && (stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_NORMAL].data
1321             || stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_NORMAL].buffer_object))
1322     {
1323         glEnable(GL_NORMALIZE);
1324         checkGLcall("glEnable(GL_NORMALIZE);");
1325     } else {
1326         glDisable(GL_NORMALIZE);
1327         checkGLcall("glDisable(GL_NORMALIZE);");
1328     }
1329 }
1330
1331 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1332     union {
1333         DWORD d;
1334         float f;
1335     } tmpvalue;
1336
1337     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1338     if(tmpvalue.f != 1.0) {
1339         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1340     }
1341     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1342     if(tmpvalue.f != 64.0) {
1343         FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1344     }
1345
1346 }
1347
1348 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1349     union {
1350         DWORD d;
1351         float f;
1352     } min, max;
1353
1354     min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1355     max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1356
1357     /* Max point size trumps min point size */
1358     if(min.f > max.f) {
1359         min.f = max.f;
1360     }
1361
1362     GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1363     checkGLcall("glPointParameterfEXT(...)");
1364     GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1365     checkGLcall("glPointParameterfEXT(...)");
1366 }
1367
1368 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1369     union {
1370         DWORD d;
1371         float f;
1372     } min, max;
1373
1374     min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1375     max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1376
1377     /* Max point size trumps min point size */
1378     if(min.f > max.f) {
1379         min.f = max.f;
1380     }
1381
1382     GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1383     checkGLcall("glPointParameterfARB(...)");
1384     GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1385     checkGLcall("glPointParameterfARB(...)");
1386 }
1387
1388 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1389     /* TODO: Group this with the viewport */
1390     /*
1391      * POINTSCALEENABLE controls how point size value is treated. If set to
1392      * true, the point size is scaled with respect to height of viewport.
1393      * When set to false point size is in pixels.
1394      */
1395
1396     /* Default values */
1397     GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1398     union {
1399         DWORD d;
1400         float f;
1401     } pointSize, A, B, C;
1402
1403     pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1404     A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1405     B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1406     C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1407
1408     if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1409         GLfloat scaleFactor;
1410         float h = stateblock->viewport.Height;
1411
1412         if(pointSize.f < GL_LIMITS(pointsizemin)) {
1413             /*
1414              * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1415              * 0.0f. This means that OpenGL will clamp really small point sizes to the
1416              * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1417              * are less than 1.0f. scale_factor =  1.0f / point_size.
1418              */
1419             scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1420             /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1421              * is 1.0, but then accepts points below that and draws too small points
1422              */
1423             pointSize.f = GL_LIMITS(pointsizemin);
1424         } else if(pointSize.f > GL_LIMITS(pointsize)) {
1425             /* gl already scales the input to glPointSize,
1426              * d3d scales the result after the point size scale.
1427              * If the point size is bigger than the max size, use the
1428              * scaling to scale it bigger, and set the gl point size to max
1429              */
1430             scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1431             TRACE("scale: %f\n", scaleFactor);
1432             pointSize.f = GL_LIMITS(pointsize);
1433         } else {
1434             scaleFactor = 1.0f;
1435         }
1436         scaleFactor = pow(h * scaleFactor, 2);
1437
1438         att[0] = A.f / scaleFactor;
1439         att[1] = B.f / scaleFactor;
1440         att[2] = C.f / scaleFactor;
1441     }
1442
1443     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1444         GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1445         checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1446     }
1447     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1448         GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1449         checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1450     } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1451         WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1452     }
1453
1454     glPointSize(pointSize.f);
1455     checkGLcall("glPointSize(...);");
1456 }
1457
1458 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1459     DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1460
1461     TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1462         Value & WINED3DCOLORWRITEENABLE_RED   ? 1 : 0,
1463         Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1464         Value & WINED3DCOLORWRITEENABLE_BLUE  ? 1 : 0,
1465         Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1466     glColorMask(Value & WINED3DCOLORWRITEENABLE_RED   ? GL_TRUE : GL_FALSE,
1467                 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1468                 Value & WINED3DCOLORWRITEENABLE_BLUE  ? GL_TRUE : GL_FALSE,
1469                 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1470     checkGLcall("glColorMask(...)");
1471
1472     /* depends on WINED3DRS_COLORWRITEENABLE. */
1473     if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1474        stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1475        stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1476         ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1477             stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1478             stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1479             stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1480     }
1481 }
1482
1483 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1484     if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1485         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1486         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1487     } else {
1488         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1489         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1490     }
1491 }
1492
1493 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1494     if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1495         TRACE("Last Pixel Drawing Enabled\n");
1496     } else {
1497         static BOOL warned;
1498         if (!warned) {
1499             FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1500             warned = TRUE;
1501         } else {
1502             TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1503         }
1504     }
1505 }
1506
1507 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1508     BOOL warned = FALSE;
1509     /* TODO: NV_POINT_SPRITE */
1510     if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1511         /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1512         FIXME("Point sprites not supported\n");
1513         warned = TRUE;
1514     }
1515 }
1516
1517 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1518     if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1519         BOOL warned = FALSE;
1520         if(GL_LIMITS(point_sprite_units) < GL_LIMITS(textures) && !warned) {
1521             if(use_ps(stateblock) || stateblock->lowest_disabled_stage > GL_LIMITS(point_sprite_units)) {
1522                 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1523                 warned = TRUE;
1524             }
1525         }
1526
1527         glEnable(GL_POINT_SPRITE_ARB);
1528         checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1529     } else {
1530         glDisable(GL_POINT_SPRITE_ARB);
1531         checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1532     }
1533 }
1534
1535 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1536     /**
1537      http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1538      http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1539      Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1540      http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1541
1542      so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1543      */
1544     TRACE("Stub\n");
1545     if(stateblock->renderState[WINED3DRS_WRAP0] ||
1546        stateblock->renderState[WINED3DRS_WRAP1] ||
1547        stateblock->renderState[WINED3DRS_WRAP2] ||
1548        stateblock->renderState[WINED3DRS_WRAP3] ||
1549        stateblock->renderState[WINED3DRS_WRAP4] ||
1550        stateblock->renderState[WINED3DRS_WRAP5] ||
1551        stateblock->renderState[WINED3DRS_WRAP6] ||
1552        stateblock->renderState[WINED3DRS_WRAP7] ||
1553        stateblock->renderState[WINED3DRS_WRAP8] ||
1554        stateblock->renderState[WINED3DRS_WRAP9] ||
1555        stateblock->renderState[WINED3DRS_WRAP10] ||
1556        stateblock->renderState[WINED3DRS_WRAP11] ||
1557        stateblock->renderState[WINED3DRS_WRAP12] ||
1558        stateblock->renderState[WINED3DRS_WRAP13] ||
1559        stateblock->renderState[WINED3DRS_WRAP14] ||
1560        stateblock->renderState[WINED3DRS_WRAP15] ) {
1561         FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1562     }
1563 }
1564
1565 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1566     if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1567         WARN("Multisample antialiasing not supported by gl\n");
1568     }
1569 }
1570
1571 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1572     if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1573         glEnable(GL_MULTISAMPLE_ARB);
1574         checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1575     } else {
1576         glDisable(GL_MULTISAMPLE_ARB);
1577         checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1578     }
1579 }
1580
1581 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1582     if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1583         glEnable(GL_SCISSOR_TEST);
1584         checkGLcall("glEnable(GL_SCISSOR_TEST)");
1585     } else {
1586         glDisable(GL_SCISSOR_TEST);
1587         checkGLcall("glDisable(GL_SCISSOR_TEST)");
1588     }
1589 }
1590
1591 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1592     union {
1593         DWORD d;
1594         float f;
1595     } tmpvalue;
1596
1597     if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1598        stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1599         tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1600         glEnable(GL_POLYGON_OFFSET_FILL);
1601         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1602         glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1603         checkGLcall("glPolygonOffset(...)");
1604     } else {
1605         glDisable(GL_POLYGON_OFFSET_FILL);
1606         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1607     }
1608 }
1609
1610 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1611     if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1612         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1613         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1614     } else {
1615         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1616         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1617     }
1618 }
1619
1620 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1621     TRACE("Stub\n");
1622     if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1623         FIXME(" Stippled Alpha not supported yet.\n");
1624 }
1625
1626 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1627     TRACE("Stub\n");
1628     if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1629         FIXME(" Antialias not supported yet.\n");
1630 }
1631
1632 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1633     TRACE("Stub\n");
1634     if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1635         FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1636 }
1637
1638 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1639     TRACE("Stub\n");
1640     if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1641         FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1642 }
1643
1644 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1645     union {
1646         DWORD d;
1647         float f;
1648     } tmpvalue;
1649     tmpvalue.f = 1.0f;
1650
1651     TRACE("Stub\n");
1652     if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1653     {
1654         static BOOL displayed = FALSE;
1655
1656         tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1657         if(!displayed)
1658             FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1659
1660         displayed = TRUE;
1661     }
1662 }
1663
1664 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1665     TRACE("Stub\n");
1666     if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1667         FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1668 }
1669
1670 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1671     TRACE("Stub\n");
1672     if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1673         FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1674 }
1675
1676 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1677     TRACE("Stub\n");
1678     if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1679         FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1680 }
1681
1682 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1683     if(stateblock->renderState[WINED3DRS_WRAPU]) {
1684         FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1685     }
1686 }
1687
1688 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1689     if(stateblock->renderState[WINED3DRS_WRAPV]) {
1690         FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1691     }
1692 }
1693
1694 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1695     if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1696         FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1697     }
1698 }
1699
1700 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1701     if(stateblock->renderState[WINED3DRS_ROP2]) {
1702         FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1703     }
1704 }
1705
1706 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1707     if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1708         FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1709     }
1710 }
1711
1712 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1713     if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1714         FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1715     }
1716 }
1717
1718 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1719     if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1720         FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1721     }
1722 }
1723
1724 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1725     if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1726         FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1727     }
1728 }
1729
1730 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1731     if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1732         FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1733     }
1734 }
1735
1736 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1737     if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1738         FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1739     }
1740 }
1741
1742 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1743     if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1744         FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1745     }
1746 }
1747
1748 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1749     if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1750         FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1751     }
1752 }
1753
1754 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1755     if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1756         FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1757     }
1758 }
1759
1760 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1761     if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1762         FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1763     }
1764 }
1765
1766 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1767     if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1768         FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1769     }
1770 }
1771
1772 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1773 #if defined (GL_VERSION_1_3)
1774 # define useext(A) A
1775 #elif defined (GL_EXT_texture_env_combine)
1776 # define useext(A) A##_EXT
1777 #elif defined (GL_ARB_texture_env_combine)
1778 # define useext(A) A##_ARB
1779 #endif
1780
1781 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1782     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1783     * input should be used for all input components. The WINED3DTA_COMPLEMENT
1784     * flag specifies the complement of the input should be used. */
1785     BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1786     BOOL complement = arg & WINED3DTA_COMPLEMENT;
1787
1788     /* Calculate the operand */
1789     if (complement) {
1790         if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1791         else *operand = GL_ONE_MINUS_SRC_COLOR;
1792     } else {
1793         if (from_alpha) *operand = GL_SRC_ALPHA;
1794         else *operand = GL_SRC_COLOR;
1795     }
1796
1797     /* Calculate the source */
1798     switch (arg & WINED3DTA_SELECTMASK) {
1799         case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1800         case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1801         case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1802         case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1803         case WINED3DTA_SPECULAR:
1804             /*
1805             * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1806             * 'Secondary color' and isn't supported until base GL supports it
1807             * There is no concept of temp registers as far as I can tell
1808             */
1809             FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1810             *source = GL_TEXTURE;
1811             break;
1812         default:
1813             FIXME("Unrecognized texture arg %#x\n", arg);
1814             *source = GL_TEXTURE;
1815             break;
1816     }
1817 }
1818
1819 /* Setup the texture operations texture stage states */
1820 static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1821 {
1822     GLenum src1, src2, src3;
1823     GLenum opr1, opr2, opr3;
1824     GLenum comb_target;
1825     GLenum src0_target, src1_target, src2_target;
1826     GLenum opr0_target, opr1_target, opr2_target;
1827     GLenum scal_target;
1828     GLenum opr=0, invopr, src3_target, opr3_target;
1829     BOOL Handled = FALSE;
1830     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1831     IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
1832
1833     TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1834
1835     /* This is called by a state handler which has the gl lock held and a context for the thread */
1836
1837         /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1838     the form (a1 <operation> a2). However, some of the more complex operations
1839     take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1840     in a third parameter called a0. Therefore these are operations of the form
1841     a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1842
1843     However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1844     functions below, expect their syntax to differ slightly to those listed in the
1845     manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1846     This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP                     */
1847
1848     if (isAlpha) {
1849         comb_target = useext(GL_COMBINE_ALPHA);
1850         src0_target = useext(GL_SOURCE0_ALPHA);
1851         src1_target = useext(GL_SOURCE1_ALPHA);
1852         src2_target = useext(GL_SOURCE2_ALPHA);
1853         opr0_target = useext(GL_OPERAND0_ALPHA);
1854         opr1_target = useext(GL_OPERAND1_ALPHA);
1855         opr2_target = useext(GL_OPERAND2_ALPHA);
1856         scal_target = GL_ALPHA_SCALE;
1857     }
1858     else {
1859         comb_target = useext(GL_COMBINE_RGB);
1860         src0_target = useext(GL_SOURCE0_RGB);
1861         src1_target = useext(GL_SOURCE1_RGB);
1862         src2_target = useext(GL_SOURCE2_RGB);
1863         opr0_target = useext(GL_OPERAND0_RGB);
1864         opr1_target = useext(GL_OPERAND1_RGB);
1865         opr2_target = useext(GL_OPERAND2_RGB);
1866         scal_target = useext(GL_RGB_SCALE);
1867     }
1868
1869         /* If a texture stage references an invalid texture unit the stage just
1870         * passes through the result from the previous stage */
1871     if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1872         arg1 = WINED3DTA_CURRENT;
1873         op = WINED3DTOP_SELECTARG1;
1874     }
1875
1876     if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1877         get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1878     } else {
1879         get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1880     }
1881     get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1882     get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1883
1884     TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1885
1886     Handled = TRUE; /* Assume will be handled */
1887
1888     /* Other texture operations require special extensions: */
1889     if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1890         if (isAlpha) {
1891             opr = GL_SRC_ALPHA;
1892             invopr = GL_ONE_MINUS_SRC_ALPHA;
1893             src3_target = GL_SOURCE3_ALPHA_NV;
1894             opr3_target = GL_OPERAND3_ALPHA_NV;
1895         } else {
1896             opr = GL_SRC_COLOR;
1897             invopr = GL_ONE_MINUS_SRC_COLOR;
1898             src3_target = GL_SOURCE3_RGB_NV;
1899             opr3_target = GL_OPERAND3_RGB_NV;
1900         }
1901         switch (op) {
1902             case WINED3DTOP_DISABLE: /* Only for alpha */
1903                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1904                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
1905                 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
1906                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1907                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
1908                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1909                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1910                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1911                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1912                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1913                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1914                 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1915                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1916                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1917                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1918                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1919                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1920                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1921                 break;
1922                 case WINED3DTOP_SELECTARG1:                                          /* = a1 * 1 + 0 * 0 */
1923                 case WINED3DTOP_SELECTARG2:                                          /* = a2 * 1 + 0 * 0 */
1924                     glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1925                     checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
1926                     if (op == WINED3DTOP_SELECTARG1) {
1927                         glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1928                         checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1929                         glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1930                         checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1931                     } else {
1932                         glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
1933                         checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
1934                         glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
1935                         checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
1936                     }
1937                     glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1938                     checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1939                     glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1940                     checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1941                     glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1942                     checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1943                     glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1944                     checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1945                     glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1946                     checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1947                     glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1948                     checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1949                     break;
1950
1951             case WINED3DTOP_MODULATE:
1952                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1953                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1954                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1955                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1956                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1957                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1958                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
1959                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1960                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
1961                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1962                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1963                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
1964                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1965                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
1966                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1967                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1968                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1969                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
1970                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
1971                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
1972                 break;
1973             case WINED3DTOP_MODULATE2X:
1974                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1975                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1976                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1977                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1978                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1979                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1980                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
1981                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1982                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
1983                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1984                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1985                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
1986                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1987                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
1988                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1989                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1990                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1991                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
1992                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
1993                 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
1994                 break;
1995             case WINED3DTOP_MODULATE4X:
1996                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1997                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1998                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1999                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2000                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2001                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2002                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2003                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2004                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2005                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2006                 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2007                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2008                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2009                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2010                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2011                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2012                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2013                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2014                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2015                 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2016                 break;
2017
2018             case WINED3DTOP_ADD:
2019                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2020                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2021                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2022                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2023                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2024                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2025                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2026                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2027                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2028                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2029                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2030                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2031                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2032                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2033                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2034                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2035                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2036                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2037                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2038                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2039                 break;
2040
2041             case WINED3DTOP_ADDSIGNED:
2042                 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2043                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2044                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2045                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2046                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2047                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2048                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2049                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2050                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2051                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2052                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2053                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2054                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2055                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2056                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2057                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2058                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2059                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2060                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2061                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2062                 break;
2063
2064             case WINED3DTOP_ADDSIGNED2X:
2065                 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2066                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2067                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2068                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2069                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2070                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2071                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2072                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2073                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2074                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2075                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2076                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2077                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2078                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2079                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2080                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2081                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2082                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2083                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2084                 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2085                 break;
2086
2087             case WINED3DTOP_ADDSMOOTH:
2088                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2089                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2090                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2091                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2092                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2093                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2094                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2095                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2096                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2097                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2098                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2099                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2100                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2101                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2102                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2103                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2104                 switch (opr1) {
2105                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2106                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2107                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2108                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2109                 }
2110                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2111                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2112                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2113                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2114                 break;
2115
2116             case WINED3DTOP_BLENDDIFFUSEALPHA:
2117                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2118                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2119                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2120                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2121                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2122                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2123                 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2124                 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2125                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2126                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2127                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2128                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2129                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2130                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2131                 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2132                 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2133                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2134                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2135                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2136                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2137                 break;
2138             case WINED3DTOP_BLENDTEXTUREALPHA:
2139                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2140                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2141                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2142                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2143                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2144                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2145                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2146                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2147                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2148                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2149                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2150                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2151                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2152                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2153                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2154                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2155                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2156                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2157                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2158                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2159                 break;
2160             case WINED3DTOP_BLENDFACTORALPHA:
2161                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2162                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2163                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2164                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2165                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2166                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2167                 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2168                 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2169                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2170                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2171                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2172                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2173                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2174                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2175                 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2176                 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2177                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2178                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2179                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2180                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2181                 break;
2182             case WINED3DTOP_BLENDTEXTUREALPHAPM:
2183                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2184                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2185                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2186                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2187                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2188                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2189                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2190                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2191                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2192                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2193                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2194                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2195                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2196                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2197                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2198                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2199                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2200                 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2201                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2202                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2203                 break;
2204             case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2205                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2206                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");  /* Add = a0*a1 + a2*a3 */
2207                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);        /*   a0 = src1/opr1    */
2208                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2209                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2210                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");    /*   a1 = 1 (see docs) */
2211                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2212                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2213                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2214                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2215                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);        /*   a2 = arg2         */
2216                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2217                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2218                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");     /*  a3 = src1 alpha   */
2219                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2220                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2221                 switch (opr) {
2222                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2223                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2224                 }
2225                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2226                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2227                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2228                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2229                 break;
2230             case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2231                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2232                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2233                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2234                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2235                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2236                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2237                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2238                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2239                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2240                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2241                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2242                 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2243                 switch (opr1) {
2244                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2245                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2246                 }
2247                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2248                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2249                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2250                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2251                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2252                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2253                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2254                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2255                 break;
2256             case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2257                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2258                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2259                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2260                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2261                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2262                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2263                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2264                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2265                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2266                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2267                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2268                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2269                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2270                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2271                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2272                 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2273                 switch (opr1) {
2274                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2275                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2276                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2277                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2278                 }
2279                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2280                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2281                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2282                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2283                 break;
2284             case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2285                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2286                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2287                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2288                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2289                 switch (opr1) {
2290                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2291                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2292                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2293                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2294                 }
2295                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2296                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2297                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2298                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2299                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2300                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2301                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2302                 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2303                 switch (opr1) {
2304                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2305                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2306                 }
2307                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2308                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2309                 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2310                 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2311                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2312                 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2313                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2314                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2315                 break;
2316             case WINED3DTOP_MULTIPLYADD:
2317                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2318                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2319                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2320                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2321                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2322                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2323                 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2324                 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2325                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2326                 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2327                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2328                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2329                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2330                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2331                 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2332                 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2333                 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2334                 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2335                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2336                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2337                 break;
2338
2339             case WINED3DTOP_BUMPENVMAP:
2340             {
2341             }
2342
2343             case WINED3DTOP_BUMPENVMAPLUMINANCE:
2344                 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2345
2346             default:
2347                 Handled = FALSE;
2348         }
2349         if (Handled) {
2350             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2351             checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2352
2353             return;
2354         }
2355     } /* GL_NV_texture_env_combine4 */
2356
2357     Handled = TRUE; /* Again, assume handled */
2358     switch (op) {
2359         case WINED3DTOP_DISABLE: /* Only for alpha */
2360             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2361             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2362             glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2363             checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2364             glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2365             checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2366             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2367             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2368             break;
2369         case WINED3DTOP_SELECTARG1:
2370             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2371             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2372             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2373             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2374             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2375             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2376             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2377             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2378             break;
2379         case WINED3DTOP_SELECTARG2:
2380             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2381             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2382             glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2383             checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2384             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2385             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2386             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2387             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2388             break;
2389         case WINED3DTOP_MODULATE:
2390             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2391             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2392             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2393             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2394             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2395             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2396             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2397             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2398             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2399             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2400             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2401             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2402             break;
2403         case WINED3DTOP_MODULATE2X:
2404             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2405             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2406             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2407             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2408             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2409             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2410             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2411             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2412             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2413             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2414             glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2415             checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2416             break;
2417         case WINED3DTOP_MODULATE4X:
2418             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2419             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2420             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2421             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2422             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2423             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2424             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2425             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2426             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2427             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2428             glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2429             checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2430             break;
2431         case WINED3DTOP_ADD:
2432             glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2433             checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2434             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2435             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2436             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2437             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2438             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2439             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2440             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2441             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2442             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2443             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2444             break;
2445         case WINED3DTOP_ADDSIGNED:
2446             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2447             checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
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, src1_target, src2);
2453             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2454             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2455             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2456             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2457             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2458             break;
2459         case WINED3DTOP_ADDSIGNED2X:
2460             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2461             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2462             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2463             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2464             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2465             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2466             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2467             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2468             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2469             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2470             glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2471             checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2472             break;
2473         case WINED3DTOP_SUBTRACT:
2474             if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
2475                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2476                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2477                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2478                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2479                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2480                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2481                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2482                 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2483                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2484                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2485                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2486                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2487             } else {
2488                 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2489             }
2490             break;
2491
2492         case WINED3DTOP_BLENDDIFFUSEALPHA:
2493             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2494             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2495             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2496             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2497             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2498             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2499             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2500             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2501             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2502             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2503             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2504             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2505             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2506             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2507             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2508             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2509             break;
2510         case WINED3DTOP_BLENDTEXTUREALPHA:
2511             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2512             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2513             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2514             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2515             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2516             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2517             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2518             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2519             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2520             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2521             glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2522             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2523             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2524             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2525             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2526             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2527             break;
2528         case WINED3DTOP_BLENDFACTORALPHA:
2529             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2530             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2531             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2532             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2533             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2534             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2535             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2536             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2537             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2538             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2539             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2540             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2541             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2542             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2543             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2544             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2545             break;
2546         case WINED3DTOP_BLENDCURRENTALPHA:
2547             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2548             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2549             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2550             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2551             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2552             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2553             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2554             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2555             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2556             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2557             glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2558             checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2559             glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2560             checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2561             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2562             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2563             break;
2564         case WINED3DTOP_DOTPRODUCT3:
2565             if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
2566                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2567                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2568             } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
2569                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2570                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2571             } else {
2572                 FIXME("This version of opengl does not support GL_DOT3\n");
2573             }
2574             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2575             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2576             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2577             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2578             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2579             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2580             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2581             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2582             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2583             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2584             break;
2585         case WINED3DTOP_LERP:
2586             glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2587             checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2588             glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2589             checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2590             glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2591             checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2592             glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2593             checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2594             glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2595             checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2596             glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2597             checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2598             glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2599             checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2600             glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2601             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2602             break;
2603         case WINED3DTOP_ADDSMOOTH:
2604             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2605                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2606                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2607                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2608                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2609                 switch (opr1) {
2610                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2611                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2612                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2613                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2614                 }
2615                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2616                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2617                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2618                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2619                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2620                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2621                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2622                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2623                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2624                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2625                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2626                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2627             } else
2628                 Handled = FALSE;
2629                 break;
2630         case WINED3DTOP_BLENDTEXTUREALPHAPM:
2631             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2632                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2633                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2634                 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2635                 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2636                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2637                 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2638                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2639                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2640                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2641                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2642                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2643                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2644                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2645                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2646                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2647                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2648             } else
2649                 Handled = FALSE;
2650                 break;
2651         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2652             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2653                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2654                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2655                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2656                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2657                 switch (opr1) {
2658                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2659                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2660                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2661                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2662                 }
2663                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2664                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2665                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2666                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2667                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2668                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2669                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2670                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2671                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2672                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2673                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2674                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2675             } else
2676                 Handled = FALSE;
2677                 break;
2678         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2679             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2680                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2681                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2682                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2683                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2684                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2685                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2686                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2687                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2688                 switch (opr1) {
2689                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2690                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2691                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2692                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2693                 }
2694                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2695                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2696                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2697                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2698                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2699                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2700                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2701                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2702             } else
2703                 Handled = FALSE;
2704                 break;
2705         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2706             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2707                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2708                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2709                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2710                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2711                 switch (opr1) {
2712                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2713                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2714                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2715                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2716                 }
2717                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2718                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2719                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2720                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2721                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2722                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2723                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2724                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2725                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2726                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2727                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2728                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2729             } else
2730                 Handled = FALSE;
2731                 break;
2732         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2733             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2734                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2735                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2736                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2737                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2738                 switch (opr1) {
2739                     case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2740                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2741                     case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2742                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2743                 }
2744                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2745                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2746                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2747                 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2748                 switch (opr1) {
2749                     case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2750                     case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2751                     case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2752                     case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2753                 }
2754                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2755                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2756                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2757                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2758                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2759                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2760                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2761                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2762             } else
2763                 Handled = FALSE;
2764                 break;
2765         case WINED3DTOP_MULTIPLYADD:
2766             if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2767                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2768                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2769                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2770                 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2771                 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2772                 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2773                 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2774                 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2775                 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2776                 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2777                 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2778                 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2779                 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2780                 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2781                 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2782                 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2783             } else
2784                 Handled = FALSE;
2785                 break;
2786         case WINED3DTOP_BUMPENVMAPLUMINANCE:
2787         case WINED3DTOP_BUMPENVMAP:
2788             if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2789                 /* Technically texture shader support without register combiners is possible, but not expected to occur
2790                  * on real world cards, so for now a fixme should be enough
2791                  */
2792                 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2793             }
2794         default:
2795             Handled = FALSE;
2796     }
2797
2798     if (Handled) {
2799         BOOL  combineOK = TRUE;
2800         if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2801             DWORD op2;
2802
2803             if (isAlpha) {
2804                 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2805             } else {
2806                 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2807             }
2808
2809             /* Note: If COMBINE4 in effect can't go back to combine! */
2810             switch (op2) {
2811                 case WINED3DTOP_ADDSMOOTH:
2812                 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2813                 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2814                 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2815                 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2816                 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2817                 case WINED3DTOP_MULTIPLYADD:
2818                     /* Ignore those implemented in both cases */
2819                     switch (op) {
2820                         case WINED3DTOP_SELECTARG1:
2821                         case WINED3DTOP_SELECTARG2:
2822                             combineOK = FALSE;
2823                             Handled   = FALSE;
2824                             break;
2825                         default:
2826                             FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2827                             return;
2828                     }
2829             }
2830         }
2831
2832         if (combineOK) {
2833             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2834             checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2835
2836             return;
2837         }
2838     }
2839
2840     /* After all the extensions, if still unhandled, report fixme */
2841     FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2842 }
2843
2844
2845 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2846     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2847     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2848     BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2849
2850     TRACE("Setting color op for stage %d\n", stage);
2851
2852     /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2853     if (use_ps(stateblock)) return;
2854
2855     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2856
2857     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2858     {
2859         if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2860             FIXME("Attempt to enable unsupported stage!\n");
2861             return;
2862         }
2863         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2864         checkGLcall("glActiveTextureARB");
2865     }
2866
2867     if(stage >= stateblock->lowest_disabled_stage) {
2868         TRACE("Stage disabled\n");
2869         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2870         {
2871             /* Disable everything here */
2872             glDisable(GL_TEXTURE_2D);
2873             checkGLcall("glDisable(GL_TEXTURE_2D)");
2874             glDisable(GL_TEXTURE_3D);
2875             checkGLcall("glDisable(GL_TEXTURE_3D)");
2876             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2877                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2878                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2879             }
2880             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2881                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2882                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2883             }
2884         }
2885         /* All done */
2886         return;
2887     }
2888
2889     /* The sampler will also activate the correct texture dimensions, so no need to do it here
2890      * if the sampler for this stage is dirty
2891      */
2892     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
2893         if (tex_used) texture_activate_dimensions(stage, stateblock, context);
2894     }
2895
2896     set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2897                 stateblock->textureState[stage][WINED3DTSS_COLOROP],
2898                 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2899                 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2900                 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2901 }
2902
2903 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2904     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2905     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2906     BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2907     DWORD op, arg1, arg2, arg0;
2908
2909     TRACE("Setting alpha op for stage %d\n", stage);
2910     /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2911     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2912     {
2913         if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2914             FIXME("Attempt to enable unsupported stage!\n");
2915             return;
2916         }
2917         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2918         checkGLcall("glActiveTextureARB");
2919     }
2920
2921     op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
2922     arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
2923     arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
2924     arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
2925
2926     if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
2927     {
2928         UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
2929
2930         if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2931         {
2932             IWineD3DSurfaceImpl *surf;
2933
2934             surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2935
2936             if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
2937             {
2938                 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
2939                  * properly. On the other hand applications can still use texture combiners apparently. This code
2940                  * takes care that apps cannot remove the texture's alpha channel entirely.
2941                  *
2942                  * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
2943                  * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
2944                  * and alpha component of diffuse color to draw things like translucent text and perform other
2945                  * blending effects.
2946                  *
2947                  * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
2948                  * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
2949                  * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
2950                  * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
2951                  * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
2952                  * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
2953                  * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
2954                  * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
2955                  * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
2956                  * alpha.
2957                  *
2958                  * What to do with multitexturing? So far no app has been found that uses color keying with
2959                  * multitexturing */
2960                 if (op == WINED3DTOP_DISABLE)
2961                 {
2962                     arg1 = WINED3DTA_TEXTURE;
2963                     op = WINED3DTOP_SELECTARG1;
2964                 }
2965                 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
2966                 {
2967                     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2968                     {
2969                         arg2 = WINED3DTA_TEXTURE;
2970                         op = WINED3DTOP_MODULATE;
2971                     }
2972                     else arg1 = WINED3DTA_TEXTURE;
2973                 }
2974                 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
2975                 {
2976                     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2977                     {
2978                         arg1 = WINED3DTA_TEXTURE;
2979                         op = WINED3DTOP_MODULATE;
2980                     }
2981                     else arg2 = WINED3DTA_TEXTURE;
2982                 }
2983             }
2984         }
2985     }
2986
2987     /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
2988      * this if block here, and the other code(color keying, texture unit selection) are the same
2989      */
2990     TRACE("Setting alpha op for stage %d\n", stage);
2991     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2992         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2993                          op, arg1, arg2, arg0,
2994                          mapped_stage,
2995                          stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
2996     } else {
2997         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2998                     op, arg1, arg2, arg0);
2999     }
3000 }
3001
3002 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3003     DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3004     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3005     BOOL generated;
3006     int coordIdx;
3007
3008     /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3009     if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3010     {
3011         TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3012         return;
3013     }
3014
3015     if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3016
3017     if(mapped_stage >= GL_LIMITS(textures)) {
3018         return;
3019     }
3020     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3021     checkGLcall("glActiveTextureARB");
3022     generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3023     coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3024
3025     set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3026             stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3027             stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].stride
3028             ? stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3029             : WINED3DFMT_UNKNOWN,
3030             stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3031
3032     /* The sampler applying function calls us if this changes */
3033     if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3034     {
3035         if(generated) {
3036             FIXME("Non-power2 texture being used with generated texture coords\n");
3037         }
3038         /* NP2 texcoord fixup is implemented for pixelshaders (currently only in GLSL backend) so
3039            only enable the fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3040         if (!use_ps(stateblock)) {
3041             TRACE("Non power two matrix multiply fixup\n");
3042             glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3043         }
3044     }
3045 }
3046
3047 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
3048     unsigned int texture_idx;
3049
3050     for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3051         GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3052         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3053     }
3054 }
3055
3056 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const struct wined3d_stream_info *si, GLuint *curVBO)
3057 {
3058     const UINT *offset = stateblock->streamOffset;
3059     unsigned int mapped_stage = 0;
3060     unsigned int textureNo = 0;
3061
3062     for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3063         int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3064         const struct wined3d_stream_info_element *e;
3065
3066         mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3067         if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3068
3069         e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3070         if (coordIdx < MAX_TEXTURES && (e->data || e->buffer_object))
3071         {
3072             TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3073                     textureNo, mapped_stage, coordIdx, e->data);
3074
3075             if (*curVBO != e->buffer_object)
3076             {
3077                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3078                 checkGLcall("glBindBufferARB");
3079                 *curVBO = e->buffer_object;
3080             }
3081
3082             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3083             checkGLcall("glClientActiveTextureARB");
3084
3085             /* The coords to supply depend completely on the fvf / vertex shader */
3086             glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3087                     e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3088             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3089         } else {
3090             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3091         }
3092     }
3093     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3094         /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3095         for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3096             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3097         }
3098     }
3099
3100     checkGLcall("loadTexCoords");
3101 }
3102
3103 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3104     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3105     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3106     static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3107     static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3108     static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3109     static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3110
3111     if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3112     {
3113         TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3114         return;
3115     }
3116
3117     if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3118         WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3119         return;
3120     }
3121     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3122     checkGLcall("glActiveTextureARB");
3123
3124     /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3125      *
3126      * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3127      * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3128      * means use the vertex position (camera-space) as the input texture coordinates
3129      * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3130      * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3131      * to the TEXCOORDINDEX value
3132      */
3133     switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3134     {
3135         case WINED3DTSS_TCI_PASSTHRU:
3136             /* Use the specified texture coordinates contained within the
3137              * vertex format. This value resolves to zero. */
3138             glDisable(GL_TEXTURE_GEN_S);
3139             glDisable(GL_TEXTURE_GEN_T);
3140             glDisable(GL_TEXTURE_GEN_R);
3141             glDisable(GL_TEXTURE_GEN_Q);
3142             checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3143             break;
3144
3145         case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3146             /* CameraSpacePosition means use the vertex position, transformed to camera space,
3147              * as the input texture coordinates for this stage's texture transformation. This
3148              * equates roughly to EYE_LINEAR */
3149
3150             glMatrixMode(GL_MODELVIEW);
3151             glPushMatrix();
3152             glLoadIdentity();
3153             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3154             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3155             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3156             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3157             glPopMatrix();
3158             checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3159
3160             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3161             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3162             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3163             checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3164
3165             glEnable(GL_TEXTURE_GEN_S);
3166             glEnable(GL_TEXTURE_GEN_T);
3167             glEnable(GL_TEXTURE_GEN_R);
3168             checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3169
3170             break;
3171
3172         case WINED3DTSS_TCI_CAMERASPACENORMAL:
3173             /* Note that NV_TEXGEN_REFLECTION support is implied when
3174              * ARB_TEXTURE_CUBE_MAP is supported */
3175             if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
3176             {
3177                 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3178                 break;
3179             }
3180
3181             glMatrixMode(GL_MODELVIEW);
3182             glPushMatrix();
3183             glLoadIdentity();
3184             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3185             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3186             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3187             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3188             glPopMatrix();
3189             checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3190
3191             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3192             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3193             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3194             checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3195
3196             glEnable(GL_TEXTURE_GEN_S);
3197             glEnable(GL_TEXTURE_GEN_T);
3198             glEnable(GL_TEXTURE_GEN_R);
3199             checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3200
3201             break;
3202
3203         case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3204             /* Note that NV_TEXGEN_REFLECTION support is implied when
3205              * ARB_TEXTURE_CUBE_MAP is supported */
3206             if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
3207             {
3208                 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3209                 break;
3210             }
3211
3212             glMatrixMode(GL_MODELVIEW);
3213             glPushMatrix();
3214             glLoadIdentity();
3215             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3216             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3217             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3218             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3219             glPopMatrix();
3220             checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3221
3222             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3223             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3224             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3225             checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3226
3227             glEnable(GL_TEXTURE_GEN_S);
3228             glEnable(GL_TEXTURE_GEN_T);
3229             glEnable(GL_TEXTURE_GEN_R);
3230             checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3231
3232             break;
3233
3234         case WINED3DTSS_TCI_SPHEREMAP:
3235             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3236             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3237             checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3238
3239             glEnable(GL_TEXTURE_GEN_S);
3240             glEnable(GL_TEXTURE_GEN_T);
3241             glDisable(GL_TEXTURE_GEN_R);
3242             checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3243
3244             break;
3245
3246         default:
3247             FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3248                     stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3249             glDisable(GL_TEXTURE_GEN_S);
3250             glDisable(GL_TEXTURE_GEN_T);
3251             glDisable(GL_TEXTURE_GEN_R);
3252             glDisable(GL_TEXTURE_GEN_Q);
3253             checkGLcall("Disable texgen.");
3254
3255             break;
3256     }
3257
3258     /* Update the texture matrix */
3259     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3260         transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3261     }
3262
3263     if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3264         /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3265          * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3266          * and do all the things linked to it
3267          * TODO: Tidy that up to reload only the arrays of the changed unit
3268          */
3269         GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
3270
3271         unloadTexCoords(stateblock);
3272         loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3273     }
3274 }
3275
3276 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3277     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3278
3279     /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3280      * has an update pending
3281      */
3282     if(isStateDirty(context, STATE_VDECL) ||
3283        isStateDirty(context, STATE_PIXELSHADER)) {
3284        return;
3285     }
3286
3287     device->shader_backend->shader_load_constants((IWineD3DDevice *)device, use_ps(stateblock), use_vs(stateblock));
3288 }
3289
3290 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3291     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3292
3293     if(stateblock->pixelShader && stage != 0 &&
3294        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3295         /* The pixel shader has to know the luminance scale. Do a constants update if it
3296          * isn't scheduled anyway
3297          */
3298         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3299            !isStateDirty(context, STATE_PIXELSHADER)) {
3300             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3301         }
3302     }
3303 }
3304
3305 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3306     const DWORD sampler = state - STATE_SAMPLER(0);
3307     IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3308
3309     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3310
3311     if(!texture) return;
3312     /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3313      * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3314      * scaling is reapplied or removed, the texture matrix has to be reapplied
3315      *
3316      * The mapped stage is already active because the sampler() function below, which is part of the
3317      * misc pipeline
3318      */
3319     if(sampler < MAX_TEXTURES) {
3320         const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3321
3322         if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3323         {
3324             if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3325             else context->lastWasPow2Texture &= ~(1 << sampler);
3326             transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3327         }
3328     }
3329 }
3330
3331 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3332     DWORD sampler = state - STATE_SAMPLER(0);
3333     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3334     union {
3335         float f;
3336         DWORD d;
3337     } tmpvalue;
3338
3339     TRACE("Sampler: %d\n", sampler);
3340     /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3341      * only has to bind textures and set the per texture states
3342      */
3343
3344     if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3345     {
3346         TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3347         return;
3348     }
3349
3350     if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3351         return;
3352     }
3353     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3354     checkGLcall("glActiveTextureARB");
3355
3356     if(stateblock->textures[sampler]) {
3357         BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3358         IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3359         tex_impl->baseTexture.internal_preload(stateblock->textures[sampler], srgb ? SRGB_SRGB : SRGB_RGB);
3360         IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3361         basetexture_apply_state_changes(stateblock->textures[sampler],
3362                 stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3363
3364         if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3365             tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3366             glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3367                       GL_TEXTURE_LOD_BIAS_EXT,
3368                       tmpvalue.f);
3369             checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3370         }
3371
3372         if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3373         {
3374             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3375                 /* If color keying is enabled update the alpha test, it depends on the existence
3376                  * of a color key in stage 0
3377                  */
3378                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3379             }
3380         }
3381
3382         /* Trigger shader constant reloading (for NP2 texcoord fixup)
3383          * Only do this if pshaders are used (note: fixup is currently only implemented in GLSL). */
3384         if (!tex_impl->baseTexture.pow2Matrix_identity) {
3385             IWineD3DDeviceImpl* d3ddevice = stateblock->wineD3DDevice;
3386             d3ddevice->shader_backend->shader_load_np2fixup_constants(
3387                 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3388         }
3389     } else if(mapped_stage < GL_LIMITS(textures)) {
3390         if(sampler < stateblock->lowest_disabled_stage) {
3391             /* TODO: What should I do with pixel shaders here ??? */
3392             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3393                 /* If color keying is enabled update the alpha test, it depends on the existence
3394                 * of a color key in stage 0
3395                 */
3396                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3397             }
3398         } /* Otherwise tex_colorop disables the stage */
3399         glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3400         checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3401     }
3402 }
3403
3404 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3405     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3406     BOOL use_pshader = use_ps(stateblock);
3407     BOOL use_vshader = use_vs(stateblock);
3408     int i;
3409
3410     if (use_pshader) {
3411         if(!context->last_was_pshader) {
3412             /* Former draw without a pixel shader, some samplers
3413              * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3414              * make sure to enable them
3415              */
3416             for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3417                 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3418                     sampler(STATE_SAMPLER(i), stateblock, context);
3419                 }
3420             }
3421             context->last_was_pshader = TRUE;
3422         } else {
3423            /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3424             * if a different texture was bound. I don't have to do anything.
3425             */
3426         }
3427     } else {
3428         /* Disabled the pixel shader - color ops weren't applied
3429          * while it was enabled, so re-apply them.
3430          */
3431         for(i=0; i < MAX_TEXTURES; i++) {
3432             if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3433                 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3434                         (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3435             }
3436         }
3437         context->last_was_pshader = FALSE;
3438     }
3439
3440     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3441         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3442
3443         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3444             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3445         }
3446     }
3447 }
3448
3449 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3450     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3451     if(stateblock->pixelShader && stage != 0 &&
3452        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3453         /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3454          * anyway
3455          */
3456         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3457             !isStateDirty(context, STATE_PIXELSHADER)) {
3458             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3459         }
3460     }
3461 }
3462
3463 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3464     /* This function is called by transform_view below if the view matrix was changed too
3465      *
3466      * Deliberately no check if the vertex declaration is dirty because the vdecl state
3467      * does not always update the world matrix, only on a switch between transformed
3468      * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3469      * draw, but that should be rather rare and cheaper in total.
3470      */
3471     glMatrixMode(GL_MODELVIEW);
3472     checkGLcall("glMatrixMode");
3473
3474     if(context->last_was_rhw) {
3475         glLoadIdentity();
3476         checkGLcall("glLoadIdentity()");
3477     } else {
3478         /* In the general case, the view matrix is the identity matrix */
3479         if (stateblock->wineD3DDevice->view_ident) {
3480             glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3481             checkGLcall("glLoadMatrixf");
3482         } else {
3483             glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3484             checkGLcall("glLoadMatrixf");
3485             glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3486             checkGLcall("glMultMatrixf");
3487         }
3488     }
3489 }
3490
3491 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3492     UINT index = state - STATE_CLIPPLANE(0);
3493
3494     if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3495         return;
3496     }
3497
3498     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3499     if(!use_vs(stateblock)) {
3500         glMatrixMode(GL_MODELVIEW);
3501         glPushMatrix();
3502         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3503     } else {
3504         /* with vertex shaders, clip planes are not transformed in direct3d,
3505          * in OpenGL they are still transformed by the model view.
3506          * Use this to swap the y coordinate if necessary
3507          */
3508         glMatrixMode(GL_MODELVIEW);
3509         glPushMatrix();
3510         glLoadIdentity();
3511         if(stateblock->wineD3DDevice->render_offscreen) {
3512             glScalef(1.0, -1.0, 1.0);
3513         }
3514     }
3515
3516     TRACE("Clipplane [%f,%f,%f,%f]\n",
3517           stateblock->clipplane[index][0],
3518           stateblock->clipplane[index][1],
3519           stateblock->clipplane[index][2],
3520           stateblock->clipplane[index][3]);
3521     glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3522     checkGLcall("glClipPlane");
3523
3524     glPopMatrix();
3525 }
3526
3527 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3528     UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3529     GLenum glMat;
3530     TRACE("Setting world matrix %d\n", matrix);
3531
3532     if(matrix >= GL_LIMITS(blends)) {
3533         WARN("Unsupported blend matrix set\n");
3534         return;
3535     } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3536         return;
3537     }
3538
3539     /* GL_MODELVIEW0_ARB:  0x1700
3540      * GL_MODELVIEW1_ARB:  0x850a
3541      * GL_MODELVIEW2_ARB:  0x8722
3542      * GL_MODELVIEW3_ARB:  0x8723
3543      * etc
3544      * GL_MODELVIEW31_ARB: 0x873F
3545      */
3546     if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3547     else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3548
3549     glMatrixMode(glMat);
3550     checkGLcall("glMatrixMode(glMat)");
3551
3552     /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3553      * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3554      */
3555     if(stateblock->wineD3DDevice->view_ident) {
3556         glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3557         checkGLcall("glLoadMatrixf");
3558     } else {
3559         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3560         checkGLcall("glLoadMatrixf");
3561         glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3562         checkGLcall("glMultMatrixf");
3563     }
3564 }
3565
3566 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3567     static BOOL once = FALSE;
3568
3569     switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3570         case WINED3DVBF_1WEIGHTS:
3571         case WINED3DVBF_2WEIGHTS:
3572         case WINED3DVBF_3WEIGHTS:
3573             if(!once) {
3574                 once = TRUE;
3575                 /* TODO: Implement vertex blending in drawStridedSlow */
3576                 FIXME("Vertex blending enabled, but not supported by hardware\n");
3577             }
3578             break;
3579
3580         case WINED3DVBF_TWEENING:
3581             WARN("Tweening not supported yet\n");
3582     }
3583 }
3584
3585 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3586     WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3587
3588     switch(val) {
3589         case WINED3DVBF_1WEIGHTS:
3590         case WINED3DVBF_2WEIGHTS:
3591         case WINED3DVBF_3WEIGHTS:
3592             glEnable(GL_VERTEX_BLEND_ARB);
3593             checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3594
3595             /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3596              * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3597              */
3598             GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3599
3600             if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3601                 unsigned int i;
3602                 for(i = 1; i < GL_LIMITS(blends); i++) {
3603                     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3604                         transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3605                     }
3606                 }
3607                 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3608             }
3609             break;
3610
3611         case WINED3DVBF_DISABLE:
3612         case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3613             glDisable(GL_VERTEX_BLEND_ARB);
3614             checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3615             break;
3616
3617         case WINED3DVBF_TWEENING:
3618             /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3619              * vertex weights in the vertices?
3620              * For now we don't report that as supported, so a warn should suffice
3621              */
3622             WARN("Tweening not supported yet\n");
3623             break;
3624     }
3625 }
3626
3627 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3628     unsigned int k;
3629
3630     /* If we are changing the View matrix, reset the light and clipping planes to the new view
3631      * NOTE: We have to reset the positions even if the light/plane is not currently
3632      *       enabled, since the call to enable it will not reset the position.
3633      * NOTE2: Apparently texture transforms do NOT need reapplying
3634      */
3635
3636     const PLIGHTINFOEL *light = NULL;
3637
3638     glMatrixMode(GL_MODELVIEW);
3639     checkGLcall("glMatrixMode(GL_MODELVIEW)");
3640     glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3641     checkGLcall("glLoadMatrixf(...)");
3642
3643     /* Reset lights. TODO: Call light apply func */
3644     for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3645         light = stateblock->activeLights[k];
3646         if(!light) continue;
3647         glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3648         checkGLcall("glLightfv posn");
3649         glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3650         checkGLcall("glLightfv dirn");
3651     }
3652
3653     /* Reset Clipping Planes  */
3654     for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3655         if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3656             clipplane(STATE_CLIPPLANE(k), stateblock, context);
3657         }
3658     }
3659
3660     if(context->last_was_rhw) {
3661         glLoadIdentity();
3662         checkGLcall("glLoadIdentity()");
3663         /* No need to update the world matrix, the identity is fine */
3664         return;
3665     }
3666
3667     /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3668      * No need to do it here if the state is scheduled for update.
3669      */
3670     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3671         transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3672     }
3673
3674     /* Avoid looping over a number of matrices if the app never used the functionality */
3675     if(stateblock->wineD3DDevice->vertexBlendUsed) {
3676         for(k = 1; k < GL_LIMITS(blends); k++) {
3677             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3678                 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3679             }
3680         }
3681     }
3682 }
3683
3684 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3685     glMatrixMode(GL_PROJECTION);
3686     checkGLcall("glMatrixMode(GL_PROJECTION)");
3687     glLoadIdentity();
3688     checkGLcall("glLoadIdentity");
3689
3690     if(context->last_was_rhw) {
3691         double X, Y, height, width, minZ, maxZ;
3692
3693         X      = stateblock->viewport.X;
3694         Y      = stateblock->viewport.Y;
3695         height = stateblock->viewport.Height;
3696         width  = stateblock->viewport.Width;
3697         minZ   = stateblock->viewport.MinZ;
3698         maxZ   = stateblock->viewport.MaxZ;
3699
3700         if(!stateblock->wineD3DDevice->untransformed) {
3701             /* Transformed vertices are supposed to bypass the whole transform pipeline including
3702              * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3703              * suppress depth clipping. This can be done because it is an orthogonal projection and
3704              * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3705              * Persia 3D need this.
3706              *
3707              * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3708              * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3709              * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3710              * to the viewer.
3711              *
3712              * Also note that this breaks z comparison against z values filled in with clear,
3713              * but no app depending on that and disabled clipping has been found yet. Comparing
3714              * primitives against themselves works, so the Z buffer is still intact for normal hidden
3715              * surface removal.
3716              *
3717              * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3718              * but this would break Z buffer operation. Raising the range to something less than
3719              * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3720              * problem either.
3721              */
3722             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3723             if(stateblock->wineD3DDevice->render_offscreen) {
3724                 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3725             } else {
3726                 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3727             }
3728         } else {
3729             /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3730              * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3731              * unmodified to opengl.
3732              *
3733              * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3734              * replacement shader.
3735              */
3736             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3737             if(stateblock->wineD3DDevice->render_offscreen) {
3738                 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3739             } else {
3740                 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3741             }
3742         }
3743         checkGLcall("glOrtho");
3744
3745         /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3746         glTranslatef(0.5, 0.5, 0);
3747         checkGLcall("glTranslatef(0.5, 0.5, 0)");
3748         /* D3D texture coordinates are flipped compared to OpenGL ones, so
3749          * render everything upside down when rendering offscreen. */
3750         if (stateblock->wineD3DDevice->render_offscreen) {
3751             glScalef(1.0, -1.0, 1.0);
3752             checkGLcall("glScalef");
3753         }
3754     } else {
3755         /* The rule is that the window coordinate 0 does not correspond to the
3756             beginning of the first pixel, but the center of the first pixel.
3757             As a consequence if you want to correctly draw one line exactly from
3758             the left to the right end of the viewport (with all matrices set to
3759             be identity), the x coords of both ends of the line would be not
3760             -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3761             instead.
3762
3763             1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3764             divide by the Width/Height, so we need the half range(1.0) to translate by
3765             half a pixel.
3766
3767             The other fun is that d3d's output z range after the transformation is [0;1],
3768             but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3769             scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3770             of Z buffer precision and the clear values do not match in the z test. Thus scale
3771             [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3772          */
3773
3774         /*
3775          * Careful with the order of operations here, we're essentially working backwards:
3776          * x = x + 1/w;
3777          * y = (y - 1/h) * flip;
3778          * z = z * 2 - 1;
3779          *
3780          * Becomes:
3781          * glTranslatef(0.0, 0.0, -1.0);
3782          * glScalef(1.0, 1.0, 2.0);
3783          *
3784          * glScalef(1.0, flip, 1.0);
3785          * glTranslatef(1/w, -1/h, 0.0);
3786          *
3787          * This is equivalent to:
3788          * glTranslatef(1/w, -flip/h, -1.0)
3789          * glScalef(1.0, flip, 2.0);
3790          */
3791
3792         if (stateblock->wineD3DDevice->render_offscreen) {
3793             /* D3D texture coordinates are flipped compared to OpenGL ones, so
3794              * render everything upside down when rendering offscreen. */
3795             glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
3796             checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
3797             glScalef(1.0, -1.0, 2.0);
3798         } else {
3799             glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
3800             checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
3801             glScalef(1.0, 1.0, 2.0);
3802         }
3803         checkGLcall("glScalef");
3804
3805         glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3806         checkGLcall("glLoadMatrixf");
3807     }
3808 }
3809
3810 /* This should match any arrays loaded in loadVertexData.
3811  * stateblock impl is required for GL_SUPPORT
3812  * TODO: Only load / unload arrays if we have to.
3813  */
3814 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
3815     glDisableClientState(GL_VERTEX_ARRAY);
3816     glDisableClientState(GL_NORMAL_ARRAY);
3817     glDisableClientState(GL_COLOR_ARRAY);
3818     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3819         glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3820     }
3821     if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3822         glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3823     }
3824     unloadTexCoords(stateblock);
3825 }
3826
3827 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context, int i)
3828 {
3829     GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3830     checkGLcall("glDisableVertexAttribArrayARB(reg)");
3831
3832     context->numbered_array_mask &= ~(1 << i);
3833 }
3834
3835 /* This should match any arrays loaded in loadNumberedArrays
3836  * TODO: Only load / unload arrays if we have to.
3837  */
3838 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context)
3839 {
3840     /* disable any attribs (this is the same for both GLSL and ARB modes) */
3841     GLint maxAttribs = 16;
3842     int i;
3843
3844     /* Leave all the attribs disabled */
3845     glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3846     /* MESA does not support it right not */
3847     if (glGetError() != GL_NO_ERROR)
3848         maxAttribs = 16;
3849     for (i = 0; i < maxAttribs; ++i) {
3850         unload_numbered_array(stateblock, context, i);
3851     }
3852 }
3853
3854 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
3855         const struct wined3d_stream_info *stream_info, WineD3DContext *context)
3856 {
3857     GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
3858     int i;
3859     const UINT *offset = stateblock->streamOffset;
3860     struct wined3d_buffer *vb;
3861     DWORD_PTR shift_index;
3862
3863     /* Default to no instancing */
3864     stateblock->wineD3DDevice->instancedDraw = FALSE;
3865
3866     for (i = 0; i < MAX_ATTRIBS; i++) {
3867         if (!(stream_info->use_map & (1 << i)))
3868         {
3869             if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3870             continue;
3871         }
3872
3873         /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3874         if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
3875         {
3876             if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3877             stateblock->wineD3DDevice->instancedDraw = TRUE;
3878             continue;
3879         }
3880
3881         TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
3882
3883         if (stream_info->elements[i].stride)
3884         {
3885             if (curVBO != stream_info->elements[i].buffer_object)
3886             {
3887                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
3888                 checkGLcall("glBindBufferARB");
3889                 curVBO = stream_info->elements[i].buffer_object;
3890             }
3891             vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
3892             /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3893              * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3894              * vbo we won't be load converted attributes anyway
3895              */
3896             if (curVBO && vb->conversion_shift)
3897             {
3898                 TRACE("Loading attribute from shifted buffer\n");
3899                 TRACE("Attrib %d has original stride %d, new stride %d\n",
3900                         i, stream_info->elements[i].stride, vb->conversion_stride);
3901                 TRACE("Original offset %p, additional offset 0x%08x\n",
3902                         stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
3903                 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
3904                 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
3905                 shift_index = shift_index % stream_info->elements[i].stride;
3906                 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
3907                         stream_info->elements[i].format_desc->gl_vtx_type,
3908                         stream_info->elements[i].format_desc->gl_normalized,
3909                         vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
3910                         + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
3911                         + offset[stream_info->elements[i].stream_idx]));
3912
3913             } else {
3914                 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
3915                         stream_info->elements[i].format_desc->gl_vtx_type,
3916                         stream_info->elements[i].format_desc->gl_normalized,
3917                         stream_info->elements[i].stride, stream_info->elements[i].data
3918                         + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
3919                         + offset[stream_info->elements[i].stream_idx]));
3920             }
3921
3922             if (!(context->numbered_array_mask & (1 << i)))
3923             {
3924                 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
3925                 context->numbered_array_mask |= (1 << i);
3926             }
3927         } else {
3928             /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
3929              * set up the attribute statically. But we have to figure out the system memory address.
3930              */
3931             const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
3932             if (stream_info->elements[i].buffer_object)
3933             {
3934                 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
3935                 ptr += (long) buffer_get_sysmem(vb);
3936             }
3937
3938             if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3939
3940             switch (stream_info->elements[i].format_desc->format)
3941             {
3942                 case WINED3DFMT_R32_FLOAT:
3943                     GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
3944                     break;
3945                 case WINED3DFMT_R32G32_FLOAT:
3946                     GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
3947                     break;
3948                 case WINED3DFMT_R32G32B32_FLOAT:
3949                     GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
3950                     break;
3951                 case WINED3DFMT_R32G32B32A32_FLOAT:
3952                     GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
3953                     break;
3954
3955                 case WINED3DFMT_R8G8B8A8_UINT:
3956                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3957                     break;
3958                 case WINED3DFMT_A8R8G8B8:
3959                     if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
3960                     {
3961                         const DWORD *src = (const DWORD *)ptr;
3962                         DWORD c = *src & 0xff00ff00;
3963                         c |= (*src & 0xff0000) >> 16;
3964                         c |= (*src & 0xff) << 16;
3965                         GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
3966                         break;
3967                     }
3968                     /* else fallthrough */
3969                 case WINED3DFMT_R8G8B8A8_UNORM:
3970                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3971                     break;
3972
3973                 case WINED3DFMT_R16G16_SINT:
3974                     GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
3975                     break;
3976                 case WINED3DFMT_R16G16B16A16_SINT:
3977                     GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
3978                     break;
3979
3980                 case WINED3DFMT_R16G16_SNORM:
3981                 {
3982                     const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
3983                     GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
3984                     break;
3985                 }
3986                 case WINED3DFMT_R16G16_UNORM:
3987                 {
3988                     const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
3989                     GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
3990                     break;
3991                 }
3992                 case WINED3DFMT_R16G16B16A16_SNORM:
3993                     GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
3994                     break;
3995                 case WINED3DFMT_R16G16B16A16_UNORM:
3996                     GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
3997                     break;
3998
3999                 case WINED3DFMT_R10G10B10A2_UINT:
4000                     FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4001                     /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4002                     break;
4003                 case WINED3DFMT_R10G10B10A2_SNORM:
4004                     FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4005                     /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4006                     break;
4007
4008                 case WINED3DFMT_R16G16_FLOAT:
4009                     /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4010                      * byte float according to the IEEE standard
4011                      */
4012                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4013                     break;
4014                 case WINED3DFMT_R16G16B16A16_FLOAT:
4015                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4016                     break;
4017
4018                 default:
4019                     ERR("Unexpected declaration in stride 0 attributes\n");
4020                     break;
4021
4022             }
4023         }
4024     }
4025     checkGLcall("Loading numbered arrays");
4026 }
4027
4028 /* Used from 2 different functions, and too big to justify making it inlined */
4029 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const struct wined3d_stream_info *si)
4030 {
4031     const UINT *offset = stateblock->streamOffset;
4032     GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
4033     const struct wined3d_stream_info_element *e;
4034
4035     TRACE("Using fast vertex array code\n");
4036
4037     /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4038     stateblock->wineD3DDevice->instancedDraw = FALSE;
4039
4040     /* Blend Data ---------------------------------------------- */
4041     e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4042     if (e->data || e->buffer_object
4043             || si->elements[WINED3D_FFP_BLENDINDICES].data
4044             || si->elements[WINED3D_FFP_BLENDINDICES].buffer_object)
4045     {
4046         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4047             TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4048                     e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4049
4050             glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4051             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4052
4053             GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4054
4055             VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4056                 WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) ,
4057                 sd->u.s.blendWeights.dwStride,
4058                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4059
4060             if (curVBO != e->buffer_object)
4061             {
4062                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4063                 checkGLcall("glBindBufferARB");
4064                 curVBO = e->buffer_object;
4065             }
4066
4067             GL_EXTCALL(glWeightPointerARB)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4068                 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4069
4070             checkGLcall("glWeightPointerARB");
4071
4072             if (si->elements[WINED3D_FFP_BLENDINDICES].data
4073                     || (si->elements[WINED3D_FFP_BLENDINDICES].buffer_object))
4074             {
4075                 static BOOL warned;
4076                 if (!warned)
4077                 {
4078                     FIXME("blendMatrixIndices support\n");
4079                     warned = TRUE;
4080                 }
4081             }
4082         } else {
4083             /* TODO: support blends in drawStridedSlow
4084              * No need to write a FIXME here, this is done after the general vertex decl decoding
4085              */
4086             WARN("unsupported blending in openGl\n");
4087         }
4088     } else {
4089         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4090             static const GLbyte one = 1;
4091             GL_EXTCALL(glWeightbvARB(1, &one));
4092             checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4093         }
4094     }
4095
4096     /* Point Size ----------------------------------------------*/
4097     e = &si->elements[WINED3D_FFP_PSIZE];
4098     if (e->data || e->buffer_object)
4099     {
4100         /* no such functionality in the fixed function GL pipeline */
4101         TRACE("Cannot change ptSize here in openGl\n");
4102         /* TODO: Implement this function in using shaders if they are available */
4103     }
4104
4105     /* Vertex Pointers -----------------------------------------*/
4106     e = &si->elements[WINED3D_FFP_POSITION];
4107     if (e->data || e->buffer_object)
4108     {
4109         VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n", e->stride, e->size, e->data));
4110
4111         if (curVBO != e->buffer_object)
4112         {
4113             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4114             checkGLcall("glBindBufferARB");
4115             curVBO = e->buffer_object;
4116         }
4117
4118         /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4119            handling for rhw mode should not impact screen position whereas in GL it does.
4120            This may result in very slightly distorted textures in rhw mode.
4121            There's always the other option of fixing the view matrix to
4122            prevent w from having any effect.
4123
4124            This only applies to user pointer sources, in VBOs the vertices are fixed up
4125          */
4126         if (!e->buffer_object)
4127         {
4128             glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4129                     e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4130         } else {
4131             glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4132                     e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4133         }
4134         checkGLcall("glVertexPointer(...)");
4135         glEnableClientState(GL_VERTEX_ARRAY);
4136         checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4137     }
4138
4139     /* Normals -------------------------------------------------*/
4140     e = &si->elements[WINED3D_FFP_NORMAL];
4141     if (e->data || e->buffer_object)
4142     {
4143         VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n", e->stride, e->data));
4144         if (curVBO != e->buffer_object)
4145         {
4146             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4147             checkGLcall("glBindBufferARB");
4148             curVBO = e->buffer_object;
4149         }
4150         glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4151                 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4152         checkGLcall("glNormalPointer(...)");
4153         glEnableClientState(GL_NORMAL_ARRAY);
4154         checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4155
4156     } else {
4157         glNormal3f(0, 0, 0);
4158         checkGLcall("glNormal3f(0, 0, 0)");
4159     }
4160
4161     /* Diffuse Colour --------------------------------------------*/
4162     /*  WARNING: Data here MUST be in RGBA format, so cannot      */
4163     /*     go directly into fast mode from app pgm, because       */
4164     /*     directx requires data in BGRA format.                  */
4165     /* currently fixupVertices swizzles the format, but this isn't*/
4166     /* very practical when using VBOs                             */
4167     /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4168     /* , or the user doesn't care and wants the speed advantage   */
4169
4170     e = &si->elements[WINED3D_FFP_DIFFUSE];
4171     if (e->data || e->buffer_object)
4172     {
4173         VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4174
4175         if (curVBO != e->buffer_object)
4176         {
4177             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4178             checkGLcall("glBindBufferARB");
4179             curVBO = e->buffer_object;
4180         }
4181
4182         glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4183                 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4184         checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4185         glEnableClientState(GL_COLOR_ARRAY);
4186         checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4187
4188     } else {
4189         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4190         checkGLcall("glColor4f(1, 1, 1, 1)");
4191     }
4192
4193     /* Specular Colour ------------------------------------------*/
4194     e = &si->elements[WINED3D_FFP_SPECULAR];
4195     if (e->data || e->buffer_object)
4196     {
4197         TRACE("setting specular colour\n");
4198         VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4199
4200         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4201             if (curVBO != e->buffer_object)
4202             {
4203                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4204                 checkGLcall("glBindBufferARB");
4205                 curVBO = e->buffer_object;
4206             }
4207             GL_EXTCALL(glSecondaryColorPointerEXT)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type,
4208                     e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4209             checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
4210             glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4211             checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4212         } else {
4213
4214         /* Missing specular color is not critical, no warnings */
4215         VTRACE(("Specular colour is not supported in this GL implementation\n"));
4216         }
4217
4218     } else {
4219         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4220             GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4221             checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4222         } else {
4223
4224             /* Missing specular color is not critical, no warnings */
4225             VTRACE(("Specular colour is not supported in this GL implementation\n"));
4226         }
4227     }
4228
4229     /* Texture coords -------------------------------------------*/
4230     loadTexCoords(stateblock, si, &curVBO);
4231 }
4232
4233 static inline void drawPrimitiveTraceDataLocations(const struct wined3d_stream_info *dataLocations)
4234 {
4235     /* Dump out what parts we have supplied */
4236     TRACE("Strided Data:\n");
4237     TRACE_STRIDED((dataLocations), WINED3D_FFP_POSITION);
4238     TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDWEIGHT);
4239     TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDINDICES);
4240     TRACE_STRIDED((dataLocations), WINED3D_FFP_NORMAL);
4241     TRACE_STRIDED((dataLocations), WINED3D_FFP_PSIZE);
4242     TRACE_STRIDED((dataLocations), WINED3D_FFP_DIFFUSE);
4243     TRACE_STRIDED((dataLocations), WINED3D_FFP_SPECULAR);
4244     TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD0);
4245     TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD1);
4246     TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD2);
4247     TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD3);
4248     TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD4);
4249     TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD5);
4250     TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD6);
4251     TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD7);
4252
4253     return;
4254 }
4255
4256 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4257     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4258     BOOL fixup = FALSE;
4259     struct wined3d_stream_info *dataLocations = &device->strided_streams;
4260     BOOL useVertexShaderFunction;
4261     BOOL load_numbered = FALSE;
4262     BOOL load_named = FALSE;
4263
4264     useVertexShaderFunction = (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader) ? TRUE : FALSE;
4265
4266     if(device->up_strided) {
4267         /* Note: this is a ddraw fixed-function code path */
4268         TRACE("================ Strided Input ===================\n");
4269         device_stream_info_from_strided(device, device->up_strided, dataLocations);
4270
4271         if(TRACE_ON(d3d)) {
4272             drawPrimitiveTraceDataLocations(dataLocations);
4273         }
4274     } else {
4275         /* Note: This is a fixed function or shader codepath.
4276          * This means it must handle both types of strided data.
4277          * Shaders must go through here to zero the strided data, even if they
4278          * don't set any declaration at all
4279          */
4280         TRACE("================ Vertex Declaration  ===================\n");
4281         device_stream_info_from_declaration(device, useVertexShaderFunction, dataLocations, &fixup);
4282     }
4283
4284     if (dataLocations->position_transformed) useVertexShaderFunction = FALSE;
4285
4286     if(useVertexShaderFunction) {
4287         if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4288             TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4289             device->useDrawStridedSlow = TRUE;
4290         } else {
4291             load_numbered = TRUE;
4292             device->useDrawStridedSlow = FALSE;
4293         }
4294     }
4295     else if (fixup || (!dataLocations->elements[WINED3D_FFP_PSIZE].data
4296             && !dataLocations->position_transformed
4297             && (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA)
4298             || (!dataLocations->elements[WINED3D_FFP_DIFFUSE].data
4299             && !dataLocations->elements[WINED3D_FFP_SPECULAR].data))))
4300     {
4301         /* Load the vertex data using named arrays */
4302         load_named = TRUE;
4303         device->useDrawStridedSlow = FALSE;
4304     } else {
4305         TRACE("Not loading vertex data\n");
4306         device->useDrawStridedSlow = TRUE;
4307     }
4308
4309     if (context->numberedArraysLoaded && !load_numbered)
4310     {
4311         unloadNumberedArrays(stateblock, context);
4312         context->numberedArraysLoaded = FALSE;
4313         context->numbered_array_mask = 0;
4314     }
4315     else if (context->namedArraysLoaded)
4316     {
4317         unloadVertexData(stateblock);
4318         context->namedArraysLoaded = FALSE;
4319     }
4320
4321     if (load_numbered)
4322     {
4323         TRACE("Loading numbered arrays\n");
4324         loadNumberedArrays(stateblock, dataLocations, context);
4325         context->numberedArraysLoaded = TRUE;
4326     }
4327     else if (load_named)
4328     {
4329         TRACE("Loading vertex data\n");
4330         loadVertexData(stateblock, dataLocations);
4331         context->namedArraysLoaded = TRUE;
4332     }
4333 }
4334
4335 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4336     BOOL updateFog = FALSE;
4337     BOOL useVertexShaderFunction = use_vs(stateblock);
4338     BOOL usePixelShaderFunction = use_ps(stateblock);
4339     BOOL transformed;
4340     /* Some stuff is in the device until we have per context tracking */
4341     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4342     BOOL wasrhw = context->last_was_rhw;
4343     unsigned int i;
4344
4345     transformed = device->strided_streams.position_transformed;
4346     if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4347         updateFog = TRUE;
4348     }
4349
4350     /* Reapply lighting if it is not scheduled for reapplication already */
4351     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4352         state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4353     }
4354
4355     if (transformed) {
4356         context->last_was_rhw = TRUE;
4357     } else {
4358
4359         /* Untransformed, so relies on the view and projection matrices */
4360         context->last_was_rhw = FALSE;
4361         /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4362         device->untransformed = TRUE;
4363
4364         /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4365          * Not needed as long as only hw shaders are supported
4366          */
4367
4368         /* This sets the shader output position correction constants.
4369          * TODO: Move to the viewport state
4370          */
4371         if (useVertexShaderFunction) {
4372             device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
4373             device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
4374         }
4375     }
4376
4377     /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4378      * off this function will be called again anyway to make sure they're properly set
4379      */
4380     if(!useVertexShaderFunction) {
4381         /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4382          * or transformed / untransformed was switched
4383          */
4384        if(wasrhw != context->last_was_rhw &&
4385           !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4386           !isStateDirty(context, STATE_VIEWPORT)) {
4387             transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4388         }
4389         /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4390          * mode.
4391          *
4392          * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4393          * this check will fail and the matrix not applied again. This is OK because a simple
4394          * world matrix change reapplies the matrix - These checks here are only to satisfy the
4395          * needs of the vertex declaration.
4396          *
4397          * World and view matrix go into the same gl matrix, so only apply them when neither is
4398          * dirty
4399          */
4400         if(transformed != wasrhw &&
4401            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4402            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4403             transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4404         }
4405
4406         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4407             state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4408         }
4409
4410         if(context->last_was_vshader) {
4411             updateFog = TRUE;
4412             if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4413                 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4414             }
4415             for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4416                 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4417             }
4418         }
4419         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4420             state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4421         }
4422     } else {
4423         if(!context->last_was_vshader) {
4424             static BOOL warned = FALSE;
4425             if(!device->vs_clipping) {
4426                 /* Disable all clip planes to get defined results on all drivers. See comment in the
4427                  * state_clipping state handler
4428                  */
4429                 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4430                     glDisable(GL_CLIP_PLANE0 + i);
4431                     checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4432                 }
4433
4434                 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4435                     FIXME("Clipping not supported with vertex shaders\n");
4436                     warned = TRUE;
4437                 }
4438             }
4439             if(wasrhw) {
4440                 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4441                  * shaders themselves do not need it, but the matrices are not reapplied automatically when
4442                  * switching back from vertex shaders to fixed function processing. So make sure we leave the
4443                  * fixed function vertex processing states back in a sane state before switching to shaders
4444                  */
4445                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4446                     transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4447                 }
4448                 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4449                     transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4450                 }
4451             }
4452             updateFog = TRUE;
4453
4454             /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4455              * (Note: ARB shaders can read the clip planes for clipping emulation even if
4456              * device->vs_clipping is false.
4457              */
4458             for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4459                 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4460             }
4461         }
4462     }
4463
4464     /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4465      * application
4466      */
4467     if (!isStateDirty(context, STATE_PIXELSHADER)) {
4468         device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
4469
4470         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4471             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4472         }
4473     }
4474
4475     context->last_was_vshader = useVertexShaderFunction;
4476
4477     if(updateFog) {
4478         device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4479     }
4480     if(!useVertexShaderFunction) {
4481         int i;
4482         for(i = 0; i < MAX_TEXTURES; i++) {
4483             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4484                 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4485             }
4486         }
4487     }
4488 }
4489
4490 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4491     UINT width, height;
4492     IWineD3DSurfaceImpl *target;
4493
4494     glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4495     checkGLcall("glDepthRange");
4496     /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4497      */
4498     if(stateblock->wineD3DDevice->render_offscreen) {
4499         glViewport(stateblock->viewport.X,
4500                    stateblock->viewport.Y,
4501                    stateblock->viewport.Width, stateblock->viewport.Height);
4502     } else {
4503         target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4504         target->get_drawable_size(target, &width, &height);
4505
4506         glViewport(stateblock->viewport.X,
4507                    (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4508                    stateblock->viewport.Width, stateblock->viewport.Height);
4509     }
4510
4511     checkGLcall("glViewport");
4512 }
4513
4514 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4515     stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
4516     stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
4517     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4518         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4519     }
4520     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4521         state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4522     }
4523 }
4524
4525 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4526     UINT Index = state - STATE_ACTIVELIGHT(0);
4527     const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4528
4529     if(!lightInfo) {
4530         glDisable(GL_LIGHT0 + Index);
4531         checkGLcall("glDisable(GL_LIGHT0 + Index)");
4532     } else {
4533         float quad_att;
4534         float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
4535
4536         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4537         glMatrixMode(GL_MODELVIEW);
4538         glPushMatrix();
4539         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4540
4541         /* Diffuse: */
4542         colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4543         colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4544         colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4545         colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4546         glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4547         checkGLcall("glLightfv");
4548
4549         /* Specular */
4550         colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4551         colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4552         colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4553         colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4554         glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4555         checkGLcall("glLightfv");
4556
4557         /* Ambient */
4558         colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4559         colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4560         colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4561         colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4562         glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4563         checkGLcall("glLightfv");
4564
4565         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4566             quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4567         } else {
4568             quad_att = 0; /*  0 or  MAX?  (0 seems to be ok) */
4569         }
4570
4571         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4572          * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4573          * Attenuation0 to NaN and crashes in the gl lib
4574          */
4575
4576         switch (lightInfo->OriginalParms.Type) {
4577             case WINED3DLIGHT_POINT:
4578                 /* Position */
4579                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4580                 checkGLcall("glLightfv");
4581                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4582                 checkGLcall("glLightf");
4583                 /* Attenuation - Are these right? guessing... */
4584                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
4585                 checkGLcall("glLightf");
4586                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
4587                 checkGLcall("glLightf");
4588                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4589                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4590                 checkGLcall("glLightf");
4591                 /* FIXME: Range */
4592                 break;
4593
4594             case WINED3DLIGHT_SPOT:
4595                 /* Position */
4596                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4597                 checkGLcall("glLightfv");
4598                 /* Direction */
4599                 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4600                 checkGLcall("glLightfv");
4601                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4602                 checkGLcall("glLightf");
4603                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4604                 checkGLcall("glLightf");
4605                 /* Attenuation - Are these right? guessing... */
4606                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
4607                 checkGLcall("glLightf");
4608                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
4609                 checkGLcall("glLightf");
4610                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4611                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4612                 checkGLcall("glLightf");
4613                 /* FIXME: Range */
4614                 break;
4615
4616             case WINED3DLIGHT_DIRECTIONAL:
4617                 /* Direction */
4618                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4619                 checkGLcall("glLightfv");
4620                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4621                 checkGLcall("glLightf");
4622                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4623                 checkGLcall("glLightf");
4624                 break;
4625
4626             default:
4627                 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4628         }
4629
4630         /* Restore the modelview matrix */
4631         glPopMatrix();
4632
4633         glEnable(GL_LIGHT0 + Index);
4634         checkGLcall("glEnable(GL_LIGHT0 + Index)");
4635     }
4636
4637     return;
4638 }
4639
4640 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4641     RECT *pRect = &stateblock->scissorRect;
4642     UINT height;
4643     UINT width;
4644     IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4645
4646     target->get_drawable_size(target, &width, &height);
4647     /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4648      * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4649      */
4650     TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4651           pRect->right - pRect->left, pRect->bottom - pRect->top);
4652
4653     if (stateblock->wineD3DDevice->render_offscreen) {
4654         glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4655     } else {
4656         glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4657     }
4658     checkGLcall("glScissor");
4659 }
4660
4661 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4662     if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4663         GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4664     } else {
4665         struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4666         GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4667     }
4668 }
4669
4670 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4671     if(stateblock->wineD3DDevice->render_offscreen) {
4672         glFrontFace(GL_CCW);
4673         checkGLcall("glFrontFace(GL_CCW)");
4674     } else {
4675         glFrontFace(GL_CW);
4676         checkGLcall("glFrontFace(GL_CW)");
4677     }
4678 }
4679
4680 const struct StateEntryTemplate misc_state_template[] = {
4681     { STATE_RENDER(WINED3DRS_SRCBLEND),                   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4682     { STATE_RENDER(WINED3DRS_DESTBLEND),                  { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4683     { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4684     { STATE_RENDER(WINED3DRS_EDGEANTIALIAS),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4685     { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE),      { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4686     { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4687     { STATE_RENDER(WINED3DRS_SRCBLENDALPHA),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4688     { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4689     { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4690     { STATE_RENDER(WINED3DRS_BLENDOPALPHA),               { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
4691     { STATE_STREAMSRC,                                    { STATE_VDECL,                                        streamsrc           }, WINED3D_GL_EXT_NONE             },
4692     { STATE_VDECL,                                        { STATE_VDECL,                                        streamsrc           }, WINED3D_GL_EXT_NONE             },
4693     { STATE_FRONTFACE,                                    { STATE_FRONTFACE,                                    frontface           }, WINED3D_GL_EXT_NONE             },
4694     { STATE_SCISSORRECT,                                  { STATE_SCISSORRECT,                                  scissorrect         }, WINED3D_GL_EXT_NONE             },
4695     /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4696      * vshader loadings are untied from each other
4697      */
4698     { STATE_VERTEXSHADERCONSTANT,                         { STATE_VERTEXSHADERCONSTANT,                         shaderconstant      }, WINED3D_GL_EXT_NONE             },
4699     { STATE_PIXELSHADERCONSTANT,                          { STATE_VERTEXSHADERCONSTANT,                         shaderconstant      }, WINED3D_GL_EXT_NONE             },
4700     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4701     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4702     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4703     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4704     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4705     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4706     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4707     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4708     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4709     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4710     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4711     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4712     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4713     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4714     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4715     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4716     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4717     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4718     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4719     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4720     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4721     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4722     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4723     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4724     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4725     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4726     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4727     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4728     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4729     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4730     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4731     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
4732     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4733     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4734     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4735     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4736     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4737     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4738     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4739     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4740     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4741     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4742     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4743     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4744     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4745     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4746     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4747     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
4748
4749     { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_miscpart   }, WINED3D_GL_EXT_NONE             },
4750     { STATE_INDEXBUFFER,                                  { STATE_INDEXBUFFER,                                  indexbuffer         }, ARB_VERTEX_BUFFER_OBJECT        },
4751     { STATE_RENDER(WINED3DRS_ANTIALIAS),                  { STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     }, WINED3D_GL_EXT_NONE             },
4752     { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   }, WINED3D_GL_EXT_NONE             },
4753     { STATE_RENDER(WINED3DRS_ZENABLE),                    { STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       }, WINED3D_GL_EXT_NONE             },
4754     { STATE_RENDER(WINED3DRS_WRAPU),                      { STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         }, WINED3D_GL_EXT_NONE             },
4755     { STATE_RENDER(WINED3DRS_WRAPV),                      { STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         }, WINED3D_GL_EXT_NONE             },
4756     { STATE_RENDER(WINED3DRS_FILLMODE),                   { STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      }, WINED3D_GL_EXT_NONE             },
4757     { STATE_RENDER(WINED3DRS_SHADEMODE),                  { STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     }, WINED3D_GL_EXT_NONE             },
4758     { STATE_RENDER(WINED3DRS_LINEPATTERN),                { STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   }, WINED3D_GL_EXT_NONE             },
4759     { STATE_RENDER(WINED3DRS_MONOENABLE),                 { STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    }, WINED3D_GL_EXT_NONE             },
4760     { STATE_RENDER(WINED3DRS_ROP2),                       { STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          }, WINED3D_GL_EXT_NONE             },
4761     { STATE_RENDER(WINED3DRS_PLANEMASK),                  { STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     }, WINED3D_GL_EXT_NONE             },
4762     { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   }, WINED3D_GL_EXT_NONE             },
4763     { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, WINED3D_GL_EXT_NONE             },
4764     { STATE_RENDER(WINED3DRS_ALPHAREF),                   { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, WINED3D_GL_EXT_NONE             },
4765     { STATE_RENDER(WINED3DRS_ALPHAFUNC),                  { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, WINED3D_GL_EXT_NONE             },
4766     { STATE_RENDER(WINED3DRS_COLORKEYENABLE),             { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, WINED3D_GL_EXT_NONE             },
4767     { STATE_RENDER(WINED3DRS_LASTPIXEL),                  { STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     }, WINED3D_GL_EXT_NONE             },
4768     { STATE_RENDER(WINED3DRS_CULLMODE),                   { STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      }, WINED3D_GL_EXT_NONE             },
4769     { STATE_RENDER(WINED3DRS_ZFUNC),                      { STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         }, WINED3D_GL_EXT_NONE             },
4770     { STATE_RENDER(WINED3DRS_DITHERENABLE),               { STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  }, WINED3D_GL_EXT_NONE             },
4771     { STATE_RENDER(WINED3DRS_SUBPIXEL),                   { STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      }, WINED3D_GL_EXT_NONE             },
4772     { STATE_RENDER(WINED3DRS_SUBPIXELX),                  { STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     }, WINED3D_GL_EXT_NONE             },
4773     { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha }, WINED3D_GL_EXT_NONE             },
4774     { STATE_RENDER(WINED3DRS_ZBIAS),                      { STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         }, WINED3D_GL_EXT_NONE             },
4775     { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable }, WINED3D_GL_EXT_NONE             },
4776     { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias }, WINED3D_GL_EXT_NONE             },
4777     { STATE_RENDER(WINED3DRS_ANISOTROPY),                 { STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    }, WINED3D_GL_EXT_NONE             },
4778     { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    }, WINED3D_GL_EXT_NONE             },
4779     { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE             },
4780     { STATE_RENDER(WINED3DRS_STENCILENABLE),              { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4781     { STATE_RENDER(WINED3DRS_STENCILFAIL),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4782     { STATE_RENDER(WINED3DRS_STENCILZFAIL),               { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4783     { STATE_RENDER(WINED3DRS_STENCILPASS),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4784     { STATE_RENDER(WINED3DRS_STENCILFUNC),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4785     { STATE_RENDER(WINED3DRS_STENCILREF),                 { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4786     { STATE_RENDER(WINED3DRS_STENCILMASK),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4787     { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE            },
4788     { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  }, WINED3D_GL_EXT_NONE             },
4789     { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE),        { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4790     { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4791     { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL),           { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4792     { STATE_RENDER(WINED3DRS_CCW_STENCILPASS),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4793     { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
4794     { STATE_RENDER(WINED3DRS_WRAP0),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4795     { STATE_RENDER(WINED3DRS_WRAP1),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4796     { STATE_RENDER(WINED3DRS_WRAP2),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4797     { STATE_RENDER(WINED3DRS_WRAP3),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4798     { STATE_RENDER(WINED3DRS_WRAP4),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4799     { STATE_RENDER(WINED3DRS_WRAP5),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4800     { STATE_RENDER(WINED3DRS_WRAP6),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4801     { STATE_RENDER(WINED3DRS_WRAP7),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4802     { STATE_RENDER(WINED3DRS_WRAP8),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4803     { STATE_RENDER(WINED3DRS_WRAP9),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4804     { STATE_RENDER(WINED3DRS_WRAP10),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4805     { STATE_RENDER(WINED3DRS_WRAP11),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4806     { STATE_RENDER(WINED3DRS_WRAP12),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4807     { STATE_RENDER(WINED3DRS_WRAP13),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4808     { STATE_RENDER(WINED3DRS_WRAP14),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4809     { STATE_RENDER(WINED3DRS_WRAP15),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
4810     { STATE_RENDER(WINED3DRS_EXTENTS),                    { STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       }, WINED3D_GL_EXT_NONE             },
4811     { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     }, WINED3D_GL_EXT_NONE             },
4812     { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle}, WINED3D_GL_EXT_NONE             },
4813     { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments }, WINED3D_GL_EXT_NONE             },
4814     { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree}, WINED3D_GL_EXT_NONE             },
4815     { STATE_RENDER(WINED3DRS_NORMALDEGREE),               { STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  }, WINED3D_GL_EXT_NONE             },
4816     { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
4817     { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
4818     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
4819     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
4820     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
4821     { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
4822     { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
4823     { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_msaa          }, ARB_MULTISAMPLE                 },
4824     { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_msaa_w        }, WINED3D_GL_EXT_NONE             },
4825     { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask }, WINED3D_GL_EXT_NONE             },
4826     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, WINED3D_GL_EXT_NONE             },
4827     { STATE_RENDER(WINED3DRS_BLENDOP),                    { STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop       }, EXT_BLEND_MINMAX                },
4828     { STATE_RENDER(WINED3DRS_BLENDOP),                    { STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop_w     }, WINED3D_GL_EXT_NONE             },
4829     { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       }, WINED3D_GL_EXT_NONE             },
4830     { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS),        { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     }, WINED3D_GL_EXT_NONE             },
4831     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, WINED3D_GL_EXT_NONE             },
4832     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, WINED3D_GL_EXT_NONE             },
4833     { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, WINED3D_GL_EXT_NONE             },
4834     { STATE_RENDER(WINED3DRS_BLENDFACTOR),                { STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor   }, EXT_BLEND_COLOR                 },
4835     { STATE_RENDER(WINED3DRS_BLENDFACTOR),                { STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor_w }, WINED3D_GL_EXT_NONE             },
4836     { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     }, WINED3D_GL_EXT_NONE             },
4837     /* Samplers */
4838     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler             }, WINED3D_GL_EXT_NONE             },
4839     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler             }, WINED3D_GL_EXT_NONE             },
4840     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler             }, WINED3D_GL_EXT_NONE             },
4841     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler             }, WINED3D_GL_EXT_NONE             },
4842     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler             }, WINED3D_GL_EXT_NONE             },
4843     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler             }, WINED3D_GL_EXT_NONE             },
4844     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler             }, WINED3D_GL_EXT_NONE             },
4845     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler             }, WINED3D_GL_EXT_NONE             },
4846     { STATE_SAMPLER(8),                                   { STATE_SAMPLER(8),                                   sampler             }, WINED3D_GL_EXT_NONE             },
4847     { STATE_SAMPLER(9),                                   { STATE_SAMPLER(9),                                   sampler             }, WINED3D_GL_EXT_NONE             },
4848     { STATE_SAMPLER(10),                                  { STATE_SAMPLER(10),                                  sampler             }, WINED3D_GL_EXT_NONE             },
4849     { STATE_SAMPLER(11),                                  { STATE_SAMPLER(11),                                  sampler             }, WINED3D_GL_EXT_NONE             },
4850     { STATE_SAMPLER(12),                                  { STATE_SAMPLER(12),                                  sampler             }, WINED3D_GL_EXT_NONE             },
4851     { STATE_SAMPLER(13),                                  { STATE_SAMPLER(13),                                  sampler             }, WINED3D_GL_EXT_NONE             },
4852     { STATE_SAMPLER(14),                                  { STATE_SAMPLER(14),                                  sampler             }, WINED3D_GL_EXT_NONE             },
4853     { STATE_SAMPLER(15),                                  { STATE_SAMPLER(15),                                  sampler             }, WINED3D_GL_EXT_NONE             },
4854     { STATE_SAMPLER(16), /* Vertex sampler 0 */           { STATE_SAMPLER(16),                                  sampler             }, WINED3D_GL_EXT_NONE             },
4855     { STATE_SAMPLER(17), /* Vertex sampler 1 */           { STATE_SAMPLER(17),                                  sampler             }, WINED3D_GL_EXT_NONE             },
4856     { STATE_SAMPLER(18), /* Vertex sampler 2 */           { STATE_SAMPLER(18),                                  sampler             }, WINED3D_GL_EXT_NONE             },
4857     { STATE_SAMPLER(19), /* Vertex sampler 3 */           { STATE_SAMPLER(19),                                  sampler             }, WINED3D_GL_EXT_NONE             },
4858     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
4859 };
4860
4861 const struct StateEntryTemplate ffp_vertexstate_template[] = {
4862     { STATE_VDECL,                                        { STATE_VDECL,                                        vertexdeclaration   }, WINED3D_GL_EXT_NONE             },
4863     { STATE_VSHADER,                                      { STATE_VDECL,                                        vertexdeclaration   }, WINED3D_GL_EXT_NONE             },
4864     { STATE_MATERIAL,                                     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable}, WINED3D_GL_EXT_NONE             },
4865     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable}, WINED3D_GL_EXT_NONE             },
4866       /* Clip planes */
4867     { STATE_CLIPPLANE(0),                                 { STATE_CLIPPLANE(0),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
4868     { STATE_CLIPPLANE(1),                                 { STATE_CLIPPLANE(1),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
4869     { STATE_CLIPPLANE(2),                                 { STATE_CLIPPLANE(2),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
4870     { STATE_CLIPPLANE(3),                                 { STATE_CLIPPLANE(3),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
4871     { STATE_CLIPPLANE(4),                                 { STATE_CLIPPLANE(4),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
4872     { STATE_CLIPPLANE(5),                                 { STATE_CLIPPLANE(5),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
4873     { STATE_CLIPPLANE(6),                                 { STATE_CLIPPLANE(6),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
4874     { STATE_CLIPPLANE(7),                                 { STATE_CLIPPLANE(7),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
4875     { STATE_CLIPPLANE(8),                                 { STATE_CLIPPLANE(8),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
4876     { STATE_CLIPPLANE(9),                                 { STATE_CLIPPLANE(9),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
4877     { STATE_CLIPPLANE(10),                                { STATE_CLIPPLANE(10),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4878     { STATE_CLIPPLANE(11),                                { STATE_CLIPPLANE(11),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4879     { STATE_CLIPPLANE(12),                                { STATE_CLIPPLANE(12),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4880     { STATE_CLIPPLANE(13),                                { STATE_CLIPPLANE(13),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4881     { STATE_CLIPPLANE(14),                                { STATE_CLIPPLANE(14),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4882     { STATE_CLIPPLANE(15),                                { STATE_CLIPPLANE(15),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4883     { STATE_CLIPPLANE(16),                                { STATE_CLIPPLANE(16),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4884     { STATE_CLIPPLANE(17),                                { STATE_CLIPPLANE(17),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4885     { STATE_CLIPPLANE(18),                                { STATE_CLIPPLANE(18),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4886     { STATE_CLIPPLANE(19),                                { STATE_CLIPPLANE(19),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4887     { STATE_CLIPPLANE(20),                                { STATE_CLIPPLANE(20),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4888     { STATE_CLIPPLANE(21),                                { STATE_CLIPPLANE(21),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4889     { STATE_CLIPPLANE(22),                                { STATE_CLIPPLANE(22),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4890     { STATE_CLIPPLANE(23),                                { STATE_CLIPPLANE(23),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4891     { STATE_CLIPPLANE(24),                                { STATE_CLIPPLANE(24),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4892     { STATE_CLIPPLANE(25),                                { STATE_CLIPPLANE(25),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4893     { STATE_CLIPPLANE(26),                                { STATE_CLIPPLANE(26),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4894     { STATE_CLIPPLANE(27),                                { STATE_CLIPPLANE(27),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4895     { STATE_CLIPPLANE(28),                                { STATE_CLIPPLANE(28),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4896     { STATE_CLIPPLANE(29),                                { STATE_CLIPPLANE(29),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4897     { STATE_CLIPPLANE(30),                                { STATE_CLIPPLANE(30),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4898     { STATE_CLIPPLANE(31),                                { STATE_CLIPPLANE(31),                                clipplane           }, WINED3D_GL_EXT_NONE             },
4899       /* Lights */
4900     { STATE_ACTIVELIGHT(0),                               { STATE_ACTIVELIGHT(0),                               light               }, WINED3D_GL_EXT_NONE             },
4901     { STATE_ACTIVELIGHT(1),                               { STATE_ACTIVELIGHT(1),                               light               }, WINED3D_GL_EXT_NONE             },
4902     { STATE_ACTIVELIGHT(2),                               { STATE_ACTIVELIGHT(2),                               light               }, WINED3D_GL_EXT_NONE             },
4903     { STATE_ACTIVELIGHT(3),                               { STATE_ACTIVELIGHT(3),                               light               }, WINED3D_GL_EXT_NONE             },
4904     { STATE_ACTIVELIGHT(4),                               { STATE_ACTIVELIGHT(4),                               light               }, WINED3D_GL_EXT_NONE             },
4905     { STATE_ACTIVELIGHT(5),                               { STATE_ACTIVELIGHT(5),                               light               }, WINED3D_GL_EXT_NONE             },
4906     { STATE_ACTIVELIGHT(6),                               { STATE_ACTIVELIGHT(6),                               light               }, WINED3D_GL_EXT_NONE             },
4907     { STATE_ACTIVELIGHT(7),                               { STATE_ACTIVELIGHT(7),                               light               }, WINED3D_GL_EXT_NONE             },
4908     /* Viewport */
4909     { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_vertexpart }, WINED3D_GL_EXT_NONE             },
4910       /* Transform states follow                    */
4911     { STATE_TRANSFORM(WINED3DTS_VIEW),                    { STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      }, WINED3D_GL_EXT_NONE             },
4912     { STATE_TRANSFORM(WINED3DTS_PROJECTION),              { STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection}, WINED3D_GL_EXT_NONE             },
4913     { STATE_TRANSFORM(WINED3DTS_TEXTURE0),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
4914     { STATE_TRANSFORM(WINED3DTS_TEXTURE1),                { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
4915     { STATE_TRANSFORM(WINED3DTS_TEXTURE2),                { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
4916     { STATE_TRANSFORM(WINED3DTS_TEXTURE3),                { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
4917     { STATE_TRANSFORM(WINED3DTS_TEXTURE4),                { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
4918     { STATE_TRANSFORM(WINED3DTS_TEXTURE5),                { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
4919     { STATE_TRANSFORM(WINED3DTS_TEXTURE6),                { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
4920     { STATE_TRANSFORM(WINED3DTS_TEXTURE7),                { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
4921     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        transform_world     }, WINED3D_GL_EXT_NONE             },
4922     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4923     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4924     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4925     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4926     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4927     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4928     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4929     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4930     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4931     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4932     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4933     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4934     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4935     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4936     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4937     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4938     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4939     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4940     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4941     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4942     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4943     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4944     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4945     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4946     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4947     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4948     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4949     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4950     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4951     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4952     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4953     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4954     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4955     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4956     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4957     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4958     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4959     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4960     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4961     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4962     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4963     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4964     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4965     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4966     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4967     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4968     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4969     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4970     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4971     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4972     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4973     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4974     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4975     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4976     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4977     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4978     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4979     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4980     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4981     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4982     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4983     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4984     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4985     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4986     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4987     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4988     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4989     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4990     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4991     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4992     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4993     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4994     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4995     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4996     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4997     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4998     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
4999     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5000     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5001     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5002     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5003     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5004     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5005     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5006     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5007     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5008     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5009     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5010     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5011     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5012     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5013     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5014     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5015     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5016     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5017     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5018     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5019     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5020     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5021     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5022     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5023     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5024     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5025     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5026     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5027     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5028     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5029     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5030     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5031     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5032     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5033     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5034     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5035     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5036     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5037     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5038     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5039     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5040     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5041     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5042     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5043     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5044     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5045     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5046     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5047     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5048     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5049     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5050     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5051     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5052     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5053     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5054     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5055     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5056     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5057     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5058     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5059     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5060     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5061     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5062     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5063     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5064     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5065     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5066     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5067     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5068     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5069     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5070     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5071     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5072     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5073     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5074     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5075     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5076     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5077     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5078     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5079     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5080     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5081     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5082     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5083     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5084     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5085     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5086     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5087     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5088     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5089     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5090     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5091     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5092     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5093     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5094     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5095     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5096     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5097     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5098     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5099     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5100     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5101     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5102     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5103     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5104     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5105     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5106     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5107     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5108     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5109     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5110     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5111     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5112     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5113     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5114     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5115     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5116     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5117     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5118     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5119     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5120     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5121     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5122     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5123     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5124     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5125     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5126     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5127     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5128     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5129     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5130     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5131     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5132     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5133     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5134     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5135     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5136     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5137     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5138     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5139     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5140     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5141     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5142     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5143     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5144     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5145     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5146     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5147     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5148     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5149     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5150     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5151     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5152     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5153     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5154     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5155     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5156     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5157     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5158     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5159     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5160     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5161     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5162     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5163     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5164     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5165     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5166     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5167     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5168     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5169     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5170     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5171     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5172     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5173     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5174     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5175     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5176     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
5177     { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5178     { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5179     { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5180     { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5181     { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5182     { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5183     { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5184     { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
5185     { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5186     { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5187     { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5188     { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5189     { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5190     { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5191     { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5192     { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
5193       /* Fog */
5194     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_vertexpart}, WINED3D_GL_EXT_NONE             },
5195     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_vertexpart}, WINED3D_GL_EXT_NONE             },
5196     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_vertexpart}, WINED3D_GL_EXT_NONE             },
5197     { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog      }, NV_FOG_DISTANCE                 },
5198     { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog_w    }, WINED3D_GL_EXT_NONE             },
5199     { STATE_RENDER(WINED3DRS_CLIPPING),                   { STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      }, WINED3D_GL_EXT_NONE             },
5200     { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE),            { STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      }, WINED3D_GL_EXT_NONE             },
5201     { STATE_RENDER(WINED3DRS_LIGHTING),                   { STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      }, WINED3D_GL_EXT_NONE             },
5202     { STATE_RENDER(WINED3DRS_AMBIENT),                    { STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       }, WINED3D_GL_EXT_NONE             },
5203     { STATE_RENDER(WINED3DRS_COLORVERTEX),                { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
5204     { STATE_RENDER(WINED3DRS_LOCALVIEWER),                { STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   }, WINED3D_GL_EXT_NONE             },
5205     { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     }, WINED3D_GL_EXT_NONE             },
5206     { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
5207     { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
5208     { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
5209     { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
5210     { STATE_RENDER(WINED3DRS_VERTEXBLEND),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend   }, ARB_VERTEX_BLEND                },
5211     { STATE_RENDER(WINED3DRS_VERTEXBLEND),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend_w }, WINED3D_GL_EXT_NONE             },
5212     { STATE_RENDER(WINED3DRS_POINTSIZE),                  { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
5213     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_arb  }, ARB_POINT_PARAMETERS            },
5214     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_ext  }, EXT_POINT_PARAMETERS            },
5215     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_w    }, WINED3D_GL_EXT_NONE             },
5216     { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite   }, ARB_POINT_SPRITE                },
5217     { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite_w }, WINED3D_GL_EXT_NONE             },
5218     { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
5219     { STATE_RENDER(WINED3DRS_POINTSCALE_A),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
5220     { STATE_RENDER(WINED3DRS_POINTSCALE_B),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
5221     { STATE_RENDER(WINED3DRS_POINTSCALE_C),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
5222     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_arb  }, ARB_POINT_PARAMETERS            },
5223     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_ext  }, EXT_POINT_PARAMETERS            },
5224     { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_w    }, WINED3D_GL_EXT_NONE             },
5225     /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5226      * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5227      * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5228      */
5229     { STATE_SAMPLER(0),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5230     { STATE_SAMPLER(0),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5231     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5232     { STATE_SAMPLER(1),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5233     { STATE_SAMPLER(1),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5234     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5235     { STATE_SAMPLER(2),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5236     { STATE_SAMPLER(2),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5237     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5238     { STATE_SAMPLER(3),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5239     { STATE_SAMPLER(3),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5240     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5241     { STATE_SAMPLER(4),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5242     { STATE_SAMPLER(4),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5243     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5244     { STATE_SAMPLER(5),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5245     { STATE_SAMPLER(5),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5246     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5247     { STATE_SAMPLER(6),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5248     { STATE_SAMPLER(6),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5249     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5250     { STATE_SAMPLER(7),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
5251     { STATE_SAMPLER(7),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
5252     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
5253     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
5254 };
5255
5256 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5257     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5258     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5259     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5260     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5261     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5262     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5263     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5264     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5265     { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5266     { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5267     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5268     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5269     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5270     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5271     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5272     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5273     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5274     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5275     { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5276     { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5277     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5278     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5279     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5280     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5281     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5282     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5283     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5284     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5285     { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5286     { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5287     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5288     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5289     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5290     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5291     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5292     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5293     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5294     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5295     { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5296     { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5297     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5298     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5299     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5300     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5301     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5302     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5303     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5304     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5305     { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5306     { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5307     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5308     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5309     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5310     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5311     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5312     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5313     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5314     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5315     { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5316     { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5317     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5318     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5319     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5320     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5321     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5322     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5323     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5324     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5325     { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5326     { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5327     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5328     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5329     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5330     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5331     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5332     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5333     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5334     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
5335     { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
5336     { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
5337     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
5338     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
5339     { STATE_RENDER(WINED3DRS_BORDERCOLOR),                { STATE_RENDER(WINED3DRS_BORDERCOLOR),                state_bordercolor   }, WINED3D_GL_EXT_NONE             },
5340     { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     }, WINED3D_GL_EXT_NONE             },
5341     { STATE_RENDER(WINED3DRS_FOGCOLOR),                   { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      }, WINED3D_GL_EXT_NONE             },
5342     { STATE_RENDER(WINED3DRS_FOGDENSITY),                 { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    }, WINED3D_GL_EXT_NONE             },
5343     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
5344     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
5345     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
5346     { STATE_RENDER(WINED3DRS_FOGSTART),                   { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend   }, WINED3D_GL_EXT_NONE             },
5347     { STATE_RENDER(WINED3DRS_FOGEND),                     { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend   }, WINED3D_GL_EXT_NONE             },
5348     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5349     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5350     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5351     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5352     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5353     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5354     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5355     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
5356     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
5357 };
5358 #undef GLINFO_LOCATION
5359
5360 #define GLINFO_LOCATION (*gl_info)
5361 /* Context activation is done by the caller. */
5362 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5363
5364 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
5365 {
5366     pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD         |
5367                             WINED3DTEXOPCAPS_ADDSIGNED   |
5368                             WINED3DTEXOPCAPS_ADDSIGNED2X |
5369                             WINED3DTEXOPCAPS_MODULATE    |
5370                             WINED3DTEXOPCAPS_MODULATE2X  |
5371                             WINED3DTEXOPCAPS_MODULATE4X  |
5372                             WINED3DTEXOPCAPS_SELECTARG1  |
5373                             WINED3DTEXOPCAPS_SELECTARG2  |
5374                             WINED3DTEXOPCAPS_DISABLE;
5375
5376     if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5377         GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5378         GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5379         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA  |
5380                                 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA  |
5381                                 WINED3DTEXOPCAPS_BLENDFACTORALPHA   |
5382                                 WINED3DTEXOPCAPS_BLENDCURRENTALPHA  |
5383                                 WINED3DTEXOPCAPS_LERP               |
5384                                 WINED3DTEXOPCAPS_SUBTRACT;
5385     }
5386     if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5387         GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5388         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH              |
5389                                 WINED3DTEXOPCAPS_MULTIPLYADD            |
5390                                 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5391                                 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5392                                 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5393     }
5394     if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5395         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5396
5397     pCaps->MaxTextureBlendStages   = GL_LIMITS(texture_stages);
5398     pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5399 }
5400
5401 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5402 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5403 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5404 {
5405     if (TRACE_ON(d3d))
5406     {
5407         TRACE("Checking support for fixup:\n");
5408         dump_color_fixup_desc(fixup);
5409     }
5410
5411     /* We only support identity conversions. */
5412     if (is_identity_fixup(fixup))
5413     {
5414         TRACE("[OK]\n");
5415         return TRUE;
5416     }
5417
5418     TRACE("[FAILED]\n");
5419     return FALSE;
5420 }
5421
5422 const struct fragment_pipeline ffp_fragment_pipeline = {
5423     ffp_enable,
5424     ffp_fragment_get_caps,
5425     ffp_fragment_alloc,
5426     ffp_fragment_free,
5427     ffp_color_fixup_supported,
5428     ffp_fragmentstate_template,
5429     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5430 };
5431
5432 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5433 {
5434     unsigned int i;
5435     for(i = 0; funcs[i]; i++);
5436     return i;
5437 }
5438
5439 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5440     stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5441     stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5442 }
5443
5444 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5445     stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5446     stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5447     stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5448 }
5449
5450 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5451         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
5452         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5453 {
5454     unsigned int i, type, handlers;
5455     APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5456     const struct StateEntryTemplate *cur;
5457     BOOL set[STATE_HIGHEST + 1];
5458
5459     memset(multistate_funcs, 0, sizeof(multistate_funcs));
5460
5461     for(i = 0; i < STATE_HIGHEST + 1; i++) {
5462         StateTable[i].representative = 0;
5463         StateTable[i].apply = state_undefined;
5464     }
5465
5466     for(type = 0; type < 3; type++) {
5467         /* This switch decides the order in which the states are applied */
5468         switch(type) {
5469             case 0: cur = misc; break;
5470             case 1: cur = fragment->states; break;
5471             case 2: cur = vertex; break;
5472             default: cur = NULL; /* Stupid compiler */
5473         }
5474         if(!cur) continue;
5475
5476         /* GL extension filtering should not prevent multiple handlers being applied from different
5477          * pipeline parts
5478          */
5479         memset(set, 0, sizeof(set));
5480
5481         for(i = 0; cur[i].state; i++) {
5482             APPLYSTATEFUNC *funcs_array;
5483
5484             /* Only use the first matching state with the available extension from one template.
5485              * e.g.
5486              * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5487              * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0        }
5488              *
5489              * if GL_XYZ_fancy is supported, ignore the 2nd line
5490              */
5491             if(set[cur[i].state]) continue;
5492             /* Skip state lines depending on unsupported extensions */
5493             if (!GL_SUPPORT(cur[i].extension)) continue;
5494             set[cur[i].state] = TRUE;
5495             /* In some cases having an extension means that nothing has to be
5496              * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5497              * supported, the texture coordinate fixup can be ignored. If the
5498              * apply function is used, mark the state set(done above) to prevent
5499              * applying later lines, but do not record anything in the state
5500              * table
5501              */
5502             if(!cur[i].content.apply) continue;
5503
5504             handlers = num_handlers(multistate_funcs[cur[i].state]);
5505             multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5506             switch(handlers) {
5507                 case 0:
5508                     StateTable[cur[i].state].apply = cur[i].content.apply;
5509                     break;
5510                 case 1:
5511                     StateTable[cur[i].state].apply = multistate_apply_2;
5512                     dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5513                                                                    0,
5514                                                                    sizeof(**dev_multistate_funcs) * 2);
5515                     if (!dev_multistate_funcs[cur[i].state]) {
5516                         goto out_of_mem;
5517                     }
5518
5519                     dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5520                     dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5521                     break;
5522                 case 2:
5523                     StateTable[cur[i].state].apply = multistate_apply_3;
5524                     funcs_array = HeapReAlloc(GetProcessHeap(),
5525                                               0,
5526                                               dev_multistate_funcs[cur[i].state],
5527                                               sizeof(**dev_multistate_funcs) * 3);
5528                     if (!funcs_array) {
5529                         goto out_of_mem;
5530                     }
5531
5532                     dev_multistate_funcs[cur[i].state] = funcs_array;
5533                     dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5534                     break;
5535                 default:
5536                     ERR("Unexpected amount of state handlers for state %u: %u\n",
5537                         cur[i].state, handlers + 1);
5538             }
5539
5540             if(StateTable[cur[i].state].representative &&
5541             StateTable[cur[i].state].representative != cur[i].content.representative) {
5542                 FIXME("State %u has different representatives in different pipeline parts\n",
5543                     cur[i].state);
5544             }
5545             StateTable[cur[i].state].representative = cur[i].content.representative;
5546         }
5547     }
5548
5549     return WINED3D_OK;
5550
5551 out_of_mem:
5552     for (i = 0; i <= STATE_HIGHEST; ++i) {
5553         HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5554     }
5555
5556     memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5557
5558     return E_OUTOFMEMORY;
5559 }
5560 #undef GLINFO_LOCATION