mcicda: Exclude unused headers.
[wine] / dlls / wined3d / state.c
1 /*
2  * Direct3D state management
3  *
4  * Copyright 2002 Lionel Ulmer
5  * Copyright 2002-2005 Jason Edmeades
6  * Copyright 2003-2004 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Henri Verbeet
10  * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36
37 #define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
38
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40     /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41      * e.g as a parameter for drawing, or which are unimplemented in windows d3d
42      */
43     if(STATE_IS_RENDER(state)) {
44         WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45         TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
46     } else {
47         /* Shouldn't have an unknown type here */
48         FIXME("%d no direct mapping to gl of state with unknown type\n", state);
49     }
50 }
51
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53     /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54      * list without causing confusing terminal output. Deliberately no special debug name here
55      * because its undefined.
56      */
57     WARN("undefined state %d\n", state);
58 }
59
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61     WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
62
63     switch(Value) {
64         case WINED3DFILL_POINT:
65             glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
67             break;
68         case WINED3DFILL_WIREFRAME:
69             glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
71             break;
72         case WINED3DFILL_SOLID:
73             glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74             checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
75             break;
76         default:
77             FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
78     }
79 }
80
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
82     BOOL transformed;
83
84     /* Lighting is not enabled if transformed vertices are drawn
85      * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86      * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87      * vertex declaration appplying function calls this function for updating
88      */
89
90     if(isStateDirty(context, STATE_VDECL)) {
91         return;
92     }
93
94     transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95                     stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96                     stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
97
98     if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99         glEnable(GL_LIGHTING);
100         checkGLcall("glEnable GL_LIGHTING");
101     } else {
102         glDisable(GL_LIGHTING);
103         checkGLcall("glDisable GL_LIGHTING");
104     }
105 }
106
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108     /* No z test without depth stencil buffers */
109     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110         glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111         checkGLcall("glDisable GL_DEPTH_TEST");
112         return;
113     }
114
115     switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116         case WINED3DZB_FALSE:
117             glDisable(GL_DEPTH_TEST);
118             checkGLcall("glDisable GL_DEPTH_TEST");
119             break;
120         case WINED3DZB_TRUE:
121             glEnable(GL_DEPTH_TEST);
122             checkGLcall("glEnable GL_DEPTH_TEST");
123             break;
124         case WINED3DZB_USEW:
125             glEnable(GL_DEPTH_TEST);
126             checkGLcall("glEnable GL_DEPTH_TEST");
127             FIXME("W buffer is not well handled\n");
128             break;
129         default:
130             FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
131     }
132 }
133
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135     /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
136
137     /* If we are culling "back faces with clockwise vertices" then
138        set front faces to be counter clockwise and enable culling
139        of back faces                                               */
140     switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
141         case WINED3DCULL_NONE:
142             glDisable(GL_CULL_FACE);
143             checkGLcall("glDisable GL_CULL_FACE");
144             break;
145         case WINED3DCULL_CW:
146             glEnable(GL_CULL_FACE);
147             checkGLcall("glEnable GL_CULL_FACE");
148             if (stateblock->wineD3DDevice->render_offscreen) {
149                 glFrontFace(GL_CW);
150                 checkGLcall("glFrontFace GL_CW");
151             } else {
152                 glFrontFace(GL_CCW);
153                 checkGLcall("glFrontFace GL_CCW");
154             }
155             glCullFace(GL_BACK);
156             break;
157         case WINED3DCULL_CCW:
158             glEnable(GL_CULL_FACE);
159             checkGLcall("glEnable GL_CULL_FACE");
160             if (stateblock->wineD3DDevice->render_offscreen) {
161                 glFrontFace(GL_CCW);
162                 checkGLcall("glFrontFace GL_CCW");
163             } else {
164                 glFrontFace(GL_CW);
165                 checkGLcall("glFrontFace GL_CW");
166             }
167             glCullFace(GL_BACK);
168             break;
169         default:
170             FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
171     }
172 }
173
174 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
175     switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
176         case WINED3DSHADE_FLAT:
177             glShadeModel(GL_FLAT);
178             checkGLcall("glShadeModel(GL_FLAT)");
179             break;
180         case WINED3DSHADE_GOURAUD:
181             glShadeModel(GL_SMOOTH);
182             checkGLcall("glShadeModel(GL_SMOOTH)");
183             break;
184         case WINED3DSHADE_PHONG:
185             FIXME("WINED3DSHADE_PHONG isn't supported\n");
186             break;
187         default:
188             FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
189     }
190 }
191
192 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193     if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
194         glEnable(GL_DITHER);
195         checkGLcall("glEnable GL_DITHER");
196     } else {
197         glDisable(GL_DITHER);
198         checkGLcall("glDisable GL_DITHER");
199     }
200 }
201
202 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203     /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
204      * this has to be merged with ZENABLE and ZFUNC
205      */
206     if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
207         glDepthMask(1);
208         checkGLcall("glDepthMask(1)");
209     } else {
210         glDepthMask(0);
211         checkGLcall("glDepthMask(0)");
212     }
213 }
214
215 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
216     int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
217
218     if(glParm) {
219         glDepthFunc(glParm);
220         checkGLcall("glDepthFunc");
221     }
222 }
223
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
225     float col[4];
226     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
227
228     TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
229     glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
230     checkGLcall("glLightModel for MODEL_AMBIENT");
231 }
232
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234     int srcBlend = GL_ZERO;
235     int dstBlend = GL_ZERO;
236
237     /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]      ||
239         stateblock->renderState[WINED3DRS_EDGEANTIALIAS]         ||
240         stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
241         glEnable(GL_BLEND);
242         checkGLcall("glEnable GL_BLEND");
243     } else {
244         glDisable(GL_BLEND);
245         checkGLcall("glDisable GL_BLEND");
246         /* Nothing more to do - get out */
247         return;
248     };
249
250     switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
251         case WINED3DBLEND_ZERO               : srcBlend = GL_ZERO;  break;
252         case WINED3DBLEND_ONE                : srcBlend = GL_ONE;  break;
253         case WINED3DBLEND_SRCCOLOR           : srcBlend = GL_SRC_COLOR;  break;
254         case WINED3DBLEND_INVSRCCOLOR        : srcBlend = GL_ONE_MINUS_SRC_COLOR;  break;
255         case WINED3DBLEND_SRCALPHA           : srcBlend = GL_SRC_ALPHA;  break;
256         case WINED3DBLEND_INVSRCALPHA        : srcBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
257         case WINED3DBLEND_DESTALPHA          : srcBlend = GL_DST_ALPHA;  break;
258         case WINED3DBLEND_INVDESTALPHA       : srcBlend = GL_ONE_MINUS_DST_ALPHA;  break;
259         case WINED3DBLEND_DESTCOLOR          : srcBlend = GL_DST_COLOR;  break;
260         case WINED3DBLEND_INVDESTCOLOR       : srcBlend = GL_ONE_MINUS_DST_COLOR;  break;
261         case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;
262
263         case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
264             dstBlend = GL_SRC_ALPHA;
265             break;
266
267         case WINED3DBLEND_BOTHINVSRCALPHA    : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
268             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
269             break;
270
271         case WINED3DBLEND_BLENDFACTOR        : srcBlend = GL_CONSTANT_COLOR;   break;
272         case WINED3DBLEND_INVBLENDFACTOR     : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
273         default:
274             FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
275     }
276
277     switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
278         case WINED3DBLEND_ZERO               : dstBlend = GL_ZERO;  break;
279         case WINED3DBLEND_ONE                : dstBlend = GL_ONE;  break;
280         case WINED3DBLEND_SRCCOLOR           : dstBlend = GL_SRC_COLOR;  break;
281         case WINED3DBLEND_INVSRCCOLOR        : dstBlend = GL_ONE_MINUS_SRC_COLOR;  break;
282         case WINED3DBLEND_SRCALPHA           : dstBlend = GL_SRC_ALPHA;  break;
283         case WINED3DBLEND_INVSRCALPHA        : dstBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
284         case WINED3DBLEND_DESTALPHA          : dstBlend = GL_DST_ALPHA;  break;
285         case WINED3DBLEND_INVDESTALPHA       : dstBlend = GL_ONE_MINUS_DST_ALPHA;  break;
286         case WINED3DBLEND_DESTCOLOR          : dstBlend = GL_DST_COLOR;  break;
287         case WINED3DBLEND_INVDESTCOLOR       : dstBlend = GL_ONE_MINUS_DST_COLOR;  break;
288         case WINED3DBLEND_SRCALPHASAT        : dstBlend = GL_SRC_ALPHA_SATURATE;  break;
289
290         case WINED3DBLEND_BOTHSRCALPHA       : dstBlend = GL_SRC_ALPHA;
291             srcBlend = GL_SRC_ALPHA;
292             break;
293
294         case WINED3DBLEND_BOTHINVSRCALPHA    : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295             srcBlend = GL_ONE_MINUS_SRC_ALPHA;
296             break;
297
298         case WINED3DBLEND_BLENDFACTOR        : dstBlend = GL_CONSTANT_COLOR;   break;
299         case WINED3DBLEND_INVBLENDFACTOR     : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
300         default:
301             FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
302     }
303
304     if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
305        stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
306         glEnable(GL_LINE_SMOOTH);
307         checkGLcall("glEnable(GL_LINE_SMOOTH)");
308         if(srcBlend != GL_SRC_ALPHA) {
309             FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
310             srcBlend = GL_SRC_ALPHA;
311         }
312         if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
313             FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
314             dstBlend = GL_ONE_MINUS_SRC_ALPHA;
315         }
316     } else {
317         glDisable(GL_LINE_SMOOTH);
318         checkGLcall("glDisable(GL_LINE_SMOOTH)");
319     }
320
321     TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
322     glBlendFunc(srcBlend, dstBlend);
323     checkGLcall("glBlendFunc");
324 }
325
326 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
327     float col[4];
328
329     TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
330     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
331     glBlendColor (col[0],col[1],col[2],col[3]);
332     checkGLcall("glBlendColor");
333 }
334
335 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
336     int glParm = 0;
337     float ref;
338     BOOL enable_ckey = FALSE;
339
340     IWineD3DSurfaceImpl *surf;
341
342     /* Find out if the texture on the first stage has a ckey set
343      * The alpha state func reads the texture settings, even though alpha and texture are not grouped
344      * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
345      * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
346      * in case it finds some texture+colorkeyenable combination which needs extra care.
347      */
348     if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
349         surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
350
351         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
352             const PixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format);
353             /* The surface conversion does not do color keying conversion for surfaces that have an alpha
354              * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
355              * surface has alpha bits
356              */
357             if(fmt->alphaMask == 0x00000000) {
358                 enable_ckey = TRUE;
359             }
360         }
361     }
362
363     if(enable_ckey || context->last_was_ckey) {
364         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
365     }
366     context->last_was_ckey = enable_ckey;
367
368     if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
369         (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
370         glEnable(GL_ALPHA_TEST);
371         checkGLcall("glEnable GL_ALPHA_TEST");
372     } else {
373         glDisable(GL_ALPHA_TEST);
374         checkGLcall("glDisable GL_ALPHA_TEST");
375         /* Alpha test is disabled, don't bother setting the params - it will happen on the next
376          * enable call
377          */
378         return;
379     }
380
381     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
382         glParm = GL_NOTEQUAL;
383         ref = 0.0;
384     } else {
385         ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
386         glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
387     }
388     if(glParm) {
389         glAlphaFunc(glParm, ref);
390         checkGLcall("glAlphaFunc");
391     }
392 }
393
394 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
395     DWORD enable  = 0xFFFFFFFF;
396     DWORD disable = 0x00000000;
397
398     if (use_vs(stateblock->wineD3DDevice)) {
399         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
400          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
401          * contitions I got sick of tracking down. The shader state handler disables all clip planes because
402          * of that - don't do anything here and keep them disabled
403          */
404         if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
405             static BOOL warned = FALSE;
406             if(!warned) {
407                 FIXME("Clipping not supported with vertex shaders\n");
408                 warned = TRUE;
409             }
410         }
411         return;
412     }
413
414     /* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
415      * of already set values
416      */
417
418     /* If enabling / disabling all
419      * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
420      */
421     if (stateblock->renderState[WINED3DRS_CLIPPING]) {
422         enable  = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
423         disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
424     } else {
425         disable = 0xffffffff;
426         enable  = 0x00;
427     }
428
429     if (enable & WINED3DCLIPPLANE0)  { glEnable(GL_CLIP_PLANE0);  checkGLcall("glEnable(clip plane 0)"); }
430     if (enable & WINED3DCLIPPLANE1)  { glEnable(GL_CLIP_PLANE1);  checkGLcall("glEnable(clip plane 1)"); }
431     if (enable & WINED3DCLIPPLANE2)  { glEnable(GL_CLIP_PLANE2);  checkGLcall("glEnable(clip plane 2)"); }
432     if (enable & WINED3DCLIPPLANE3)  { glEnable(GL_CLIP_PLANE3);  checkGLcall("glEnable(clip plane 3)"); }
433     if (enable & WINED3DCLIPPLANE4)  { glEnable(GL_CLIP_PLANE4);  checkGLcall("glEnable(clip plane 4)"); }
434     if (enable & WINED3DCLIPPLANE5)  { glEnable(GL_CLIP_PLANE5);  checkGLcall("glEnable(clip plane 5)"); }
435
436     if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
437     if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
438     if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
439     if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
440     if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
441     if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
442
443     /** update clipping status */
444     if (enable) {
445         stateblock->clip_status.ClipUnion = 0;
446         stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
447     } else {
448         stateblock->clip_status.ClipUnion = 0;
449         stateblock->clip_status.ClipIntersection = 0;
450     }
451 }
452
453 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
454     int glParm = GL_FUNC_ADD;
455
456     if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
457         WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
458         return;
459     }
460
461     switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
462         case WINED3DBLENDOP_ADD              : glParm = GL_FUNC_ADD;              break;
463         case WINED3DBLENDOP_SUBTRACT         : glParm = GL_FUNC_SUBTRACT;         break;
464         case WINED3DBLENDOP_REVSUBTRACT      : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
465         case WINED3DBLENDOP_MIN              : glParm = GL_MIN;                   break;
466         case WINED3DBLENDOP_MAX              : glParm = GL_MAX;                   break;
467         default:
468             FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
469     }
470
471     TRACE("glBlendEquation(%x)\n", glParm);
472     GL_EXTCALL(glBlendEquation(glParm));
473     checkGLcall("glBlendEquation");
474 }
475
476 static void
477 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
478     /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
479      * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
480      * specular color. This is wrong:
481      * Separate specular color means the specular colour is maintained separately, whereas
482      * single color means it is merged in. However in both cases they are being used to
483      * some extent.
484      * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
485      * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
486      * running 1.4 yet!
487      *
488      *
489      * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
490      * Instead, we need to setup the FinalCombiner properly.
491      *
492      * The default setup for the FinalCombiner is:
493      *
494      * <variable>       <input>                             <mapping>               <usage>
495      * GL_VARIABLE_A_NV GL_FOG,                             GL_UNSIGNED_IDENTITY_NV GL_ALPHA
496      * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV   GL_UNSIGNED_IDENTITY_NV GL_RGB
497      * GL_VARIABLE_C_NV GL_FOG                              GL_UNSIGNED_IDENTITY_NV GL_RGB
498      * GL_VARIABLE_D_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
499      * GL_VARIABLE_E_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
500      * GL_VARIABLE_F_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
501      * GL_VARIABLE_G_NV GL_SPARE0_NV                        GL_UNSIGNED_IDENTITY_NV GL_ALPHA
502      *
503      * That's pretty much fine as it is, except for variable B, which needs to take
504      * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
505      * whether WINED3DRS_SPECULARENABLE is enabled or not.
506      */
507
508     TRACE("Setting specular enable state\n");
509     /* TODO: Add to the material setting functions */
510     if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
511         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
512         checkGLcall("glMaterialfv");
513         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
514             glEnable(GL_COLOR_SUM_EXT);
515         } else {
516             TRACE("Specular colors cannot be enabled in this version of opengl\n");
517         }
518         checkGLcall("glEnable(GL_COLOR_SUM)");
519
520         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
521             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
522             checkGLcall("glFinalCombinerInputNV()");
523         }
524     } else {
525         float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
526
527         /* for the case of enabled lighting: */
528         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
529         checkGLcall("glMaterialfv");
530
531         /* for the case of disabled lighting: */
532         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
533             glDisable(GL_COLOR_SUM_EXT);
534         } else {
535             TRACE("Specular colors cannot be disabled in this version of opengl\n");
536         }
537         checkGLcall("glDisable(GL_COLOR_SUM)");
538
539         if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
540             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
541             checkGLcall("glFinalCombinerInputNV()");
542         }
543     }
544 }
545
546 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
547     unsigned int i;
548
549     /* Note the texture color applies to all textures whereas
550      * GL_TEXTURE_ENV_COLOR applies to active only
551      */
552     float col[4];
553     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
554
555     if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
556         /* And now the default texture color as well */
557         for (i = 0; i < GL_LIMITS(texture_stages); i++) {
558             /* Note the WINED3DRS value applies to all textures, but GL has one
559              * per texture, so apply it now ready to be used!
560              */
561             if (GL_SUPPORT(ARB_MULTITEXTURE)) {
562                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
563                 checkGLcall("glActiveTextureARB");
564             } else if (i>0) {
565                 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
566             }
567
568             glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
569             checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
570         }
571     } else {
572         GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
573     }
574 }
575
576 static void
577 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
578 #if 0 /* Don't use OpenGL 2.0 calls for now */
579             if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
580                 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
581                 checkGLcall("glStencilFuncSeparate(...)");
582                 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
583                 checkGLcall("glStencilOpSeparate(...)");
584         }
585             else
586 #endif
587     if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
588         glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
589         checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
590         GL_EXTCALL(glActiveStencilFaceEXT(face));
591         checkGLcall("glActiveStencilFaceEXT(...)");
592         glStencilFunc(func, ref, mask);
593         checkGLcall("glStencilFunc(...)");
594         glStencilOp(stencilFail, depthFail, stencilPass);
595         checkGLcall("glStencilOp(...)");
596     } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
597         GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
598         checkGLcall("glStencilFuncSeparateATI(...)");
599         GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
600         checkGLcall("glStencilOpSeparateATI(...)");
601     } else {
602         ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
603     }
604 }
605
606 static void
607 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
608     DWORD onesided_enable = FALSE;
609     DWORD twosided_enable = FALSE;
610     GLint func = GL_ALWAYS;
611     GLint func_ccw = GL_ALWAYS;
612     GLint ref = 0;
613     GLuint mask = 0;
614     GLint stencilFail = GL_KEEP;
615     GLint depthFail = GL_KEEP;
616     GLint stencilPass = GL_KEEP;
617     GLint stencilFail_ccw = GL_KEEP;
618     GLint depthFail_ccw = GL_KEEP;
619     GLint stencilPass_ccw = GL_KEEP;
620
621     /* No stencil test without a stencil buffer */
622     if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
623         glDisable(GL_STENCIL_TEST);
624         checkGLcall("glDisable GL_STENCIL_TEST");
625         return;
626     }
627
628     if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
629         onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
630     if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
631         twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
632     if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
633         if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
634             func = GL_ALWAYS;
635     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
636         if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
637             func = GL_ALWAYS;
638     if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
639         ref = stateblock->renderState[WINED3DRS_STENCILREF];
640     if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
641         mask = stateblock->renderState[WINED3DRS_STENCILMASK];
642     if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
643         stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
644     if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
645         depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
646     if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
647         stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
648     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
649         stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
650     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
651         depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
652     if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
653         stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
654
655     TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
656           "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
657           "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
658     onesided_enable, twosided_enable, ref, mask,
659     func, stencilFail, depthFail, stencilPass,
660     func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
661
662     if (twosided_enable) {
663         renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
664         renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
665     } else {
666         if (onesided_enable) {
667             glEnable(GL_STENCIL_TEST);
668             checkGLcall("glEnable GL_STENCIL_TEST");
669             glStencilFunc(func, ref, mask);
670             checkGLcall("glStencilFunc(...)");
671             glStencilOp(stencilFail, depthFail, stencilPass);
672             checkGLcall("glStencilOp(...)");
673         } else {
674             glDisable(GL_STENCIL_TEST);
675             checkGLcall("glDisable GL_STENCIL_TEST");
676         }
677     }
678 }
679
680 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
681     if(stateblock->wineD3DDevice->stencilBufferTarget) {
682         glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
683     } else {
684         glStencilMask(0);
685     }
686     checkGLcall("glStencilMask");
687 }
688
689 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
690     /* TODO: Put this into the vertex type block once that is in the state table */
691     BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
692     BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
693                   && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
694     float fogstart, fogend;
695
696     union {
697         DWORD d;
698         float f;
699     } tmpvalue;
700
701     if (!fogenable) {
702         /* No fog? Disable it, and we're done :-) */
703         glDisable(GL_FOG);
704         checkGLcall("glDisable GL_FOG");
705         if( use_ps(stateblock->wineD3DDevice)
706                 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
707             /* disable fog in the pixel shader
708              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
709              * -1/(e-s) and e/(e-s) respectively.
710              */
711             glFogf(GL_FOG_START, 0.0f);
712             checkGLcall("glFogf(GL_FOG_START, fogstart");
713             glFogf(GL_FOG_END, 1.0f);
714             checkGLcall("glFogf(GL_FOG_END, fogend");
715         }
716         return;
717     }
718
719     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
720     fogstart = tmpvalue.f;
721     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
722     fogend = tmpvalue.f;
723
724     /* Fog Rules:
725      *
726      * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
727      * It can use the Z value of the vertex, or the alpha component of the specular color.
728      * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
729      * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
730      * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
731      *
732      * FOGTABLEMODE != NONE:
733      *  The Z value is used, with the equation specified, no matter what vertex type.
734      *
735      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
736      *  Per vertex fog is calculated using the specified fog equation and the parameters
737      *
738      * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
739      * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
740      *  Linear fog with start = 255.0, end = 0.0, input comes from the specular color
741      *
742      *
743      * Rules for vertex fog with shaders:
744      *
745      * When mixing fixed function functionality with the programmable pipeline, D3D expects
746      * the fog computation to happen during transformation while openGL expects it to happen
747      * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
748      * the pixel shader while openGL always expects the pixel shader to handle the blending.
749      * To solve this problem, WineD3D does:
750      * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
751      * shader,
752      * and 2) disables the fog computation (in either the fixed function or programmable
753      * rasterizer) if using a vertex program.
754      *
755      *
756      * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
757      * without shaders).
758      */
759
760     if( is_ps3 ) {
761         if( !use_vs(stateblock->wineD3DDevice)
762                 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
763             FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
764         }
765     }
766
767     if (use_vs(stateblock->wineD3DDevice)
768             && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
769         if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
770             if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
771             /* Disable fog */
772             fogenable = FALSE;
773         } else {
774             /* Set fog computation in the rasterizer to pass through the value (just blend it) */
775             glFogi(GL_FOG_MODE, GL_LINEAR);
776             checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
777             fogstart = 1.0;
778             fogend = 0.0;
779         }
780         context->last_was_foggy_shader = TRUE;
781     }
782     else if( use_ps(stateblock->wineD3DDevice) ) {
783         /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
784          * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
785          */
786         WINED3DFOGMODE mode;
787         context->last_was_foggy_shader = FALSE;
788
789         /* If both fogmodes are set use the table fog mode */
790         if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
791             mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
792         else
793             mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
794
795         switch (mode) {
796             case WINED3DFOG_EXP:
797             case WINED3DFOG_EXP2:
798                 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
799                 /* Disable fog */
800                 fogenable = FALSE;
801                 break;
802
803             case WINED3DFOG_LINEAR:
804                 fogstart = -1.0f/(fogend-fogstart);
805                 fogend *= -fogstart;
806                 break;
807
808             case WINED3DFOG_NONE:
809                 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
810                 /* Disable fog */
811                 fogenable = FALSE;
812                 break;
813             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
814         }
815     }
816     /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
817      * the system will apply only pixel(=table) fog effects."
818      */
819     else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
820         glHint(GL_FOG_HINT, GL_FASTEST);
821         checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
822         context->last_was_foggy_shader = FALSE;
823
824         switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
825             /* If processed vertices are used, fall through to the NONE case */
826             case WINED3DFOG_EXP:  {
827                 if(!context->last_was_rhw) {
828                     glFogi(GL_FOG_MODE, GL_EXP);
829                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
830                     if(GL_SUPPORT(EXT_FOG_COORD)) {
831                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
832                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
833                     }
834                     break;
835                 }
836             }
837             case WINED3DFOG_EXP2: {
838                 if(!context->last_was_rhw) {
839                     glFogi(GL_FOG_MODE, GL_EXP2);
840                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
841                     if(GL_SUPPORT(EXT_FOG_COORD)) {
842                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
843                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
844                     }
845                     break;
846                 }
847             }
848             case WINED3DFOG_LINEAR: {
849                 if(!context->last_was_rhw) {
850                     glFogi(GL_FOG_MODE, GL_LINEAR);
851                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
852                     if(GL_SUPPORT(EXT_FOG_COORD)) {
853                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
854                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
855                     }
856                     break;
857                 }
858             }
859             case WINED3DFOG_NONE: {
860                 /* Both are none? According to msdn the alpha channel of the specular
861                  * color contains a fog factor. Set it in drawStridedSlow.
862                  * Same happens with Vertexfog on transformed vertices
863                  */
864                 if(GL_SUPPORT(EXT_FOG_COORD)) {
865                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
866                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
867                     glFogi(GL_FOG_MODE, GL_LINEAR);
868                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
869                     fogstart = 0xff;
870                     fogend = 0x0;
871                 } else {
872                     /* Disable GL fog, handle this in software in drawStridedSlow */
873                     fogenable = FALSE;
874                 }
875                 break;
876             }
877             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
878         }
879     } else {
880         glHint(GL_FOG_HINT, GL_NICEST);
881         checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
882         context->last_was_foggy_shader = FALSE;
883
884         switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
885             case WINED3DFOG_EXP:
886                 glFogi(GL_FOG_MODE, GL_EXP);
887                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
888                 if(GL_SUPPORT(EXT_FOG_COORD)) {
889                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
890                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
891                 }
892                 break;
893
894             case WINED3DFOG_EXP2:
895                 glFogi(GL_FOG_MODE, GL_EXP2);
896                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
897                 if(GL_SUPPORT(EXT_FOG_COORD)) {
898                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
899                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
900                 }
901                 break;
902
903             case WINED3DFOG_LINEAR:
904                 glFogi(GL_FOG_MODE, GL_LINEAR);
905                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
906                 if(GL_SUPPORT(EXT_FOG_COORD)) {
907                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
908                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
909                 }
910                 break;
911
912             case WINED3DFOG_NONE:   /* Won't happen */
913             default:
914                 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
915         }
916     }
917
918     if(fogenable) {
919         glEnable(GL_FOG);
920         checkGLcall("glEnable GL_FOG");
921
922         glFogfv(GL_FOG_START, &fogstart);
923         checkGLcall("glFogf(GL_FOG_START, fogstart");
924         TRACE("Fog Start == %f\n", fogstart);
925
926         glFogfv(GL_FOG_END, &fogend);
927         checkGLcall("glFogf(GL_FOG_END, fogend");
928         TRACE("Fog End == %f\n", fogend);
929     } else {
930         glDisable(GL_FOG);
931         checkGLcall("glDisable GL_FOG");
932         if( use_ps(stateblock->wineD3DDevice) ) {
933             /* disable fog in the pixel shader
934              * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
935              * -1/(e-s) and e/(e-s) respectively.
936              */
937             glFogf(GL_FOG_START, 0.0f);
938             checkGLcall("glFogf(GL_FOG_START, fogstart");
939             glFogf(GL_FOG_END, 1.0f);
940             checkGLcall("glFogf(GL_FOG_END, fogend");
941         }
942     }
943
944     if (GL_SUPPORT(NV_FOG_DISTANCE)) {
945         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
946     }
947 }
948
949 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
950     float col[4];
951     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
952     glFogfv(GL_FOG_COLOR, &col[0]);
953     checkGLcall("glFog GL_FOG_COLOR");
954 }
955
956 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
957     union {
958         DWORD d;
959         float f;
960     } tmpvalue;
961     tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
962     glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
963     checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
964 }
965
966 /* TODO: Merge with primitive type + init_materials()!! */
967 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
968     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
969     GLenum Parm = 0;
970     WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
971     BOOL isDiffuseSupplied;
972
973     /* Depends on the decoded vertex declaration to read the existence of diffuse data.
974      * The vertex declaration will call this function if the fixed function pipeline is used.
975      */
976
977     if(isStateDirty(context, STATE_VDECL)) {
978         return;
979     }
980
981     isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
982
983     if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
984         TRACE("diff %d, amb %d, emis %d, spec %d\n",
985               stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
986               stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
987               stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
988               stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
989
990         if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
991             if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
992                 Parm = GL_AMBIENT_AND_DIFFUSE;
993             } else {
994                 Parm = GL_DIFFUSE;
995             }
996         } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
997             Parm = GL_AMBIENT;
998         } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
999             Parm = GL_EMISSION;
1000         } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1001             Parm = GL_SPECULAR;
1002         }
1003     }
1004
1005     /* Nothing changed, return. */
1006     if (Parm == context->tracking_parm) return;
1007
1008     if(!Parm) {
1009         glDisable(GL_COLOR_MATERIAL);
1010         checkGLcall("glDisable GL_COLOR_MATERIAL");
1011     } else {
1012         glColorMaterial(GL_FRONT_AND_BACK, Parm);
1013         checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1014         glEnable(GL_COLOR_MATERIAL);
1015         checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1016     }
1017
1018     /* Apparently calls to glMaterialfv are ignored for properties we're
1019      * tracking with glColorMaterial, so apply those here. */
1020     switch (context->tracking_parm) {
1021         case GL_AMBIENT_AND_DIFFUSE:
1022             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1023             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1024             checkGLcall("glMaterialfv");
1025             break;
1026
1027         case GL_DIFFUSE:
1028             glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1029             checkGLcall("glMaterialfv");
1030             break;
1031
1032         case GL_AMBIENT:
1033             glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1034             checkGLcall("glMaterialfv");
1035             break;
1036
1037         case GL_EMISSION:
1038             glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1039             checkGLcall("glMaterialfv");
1040             break;
1041
1042         case GL_SPECULAR:
1043             /* Only change material color if specular is enabled, otherwise it is set to black */
1044             if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1045                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1046                 checkGLcall("glMaterialfv");
1047             } else {
1048                 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1049                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1050                 checkGLcall("glMaterialfv");
1051             }
1052             break;
1053     }
1054
1055     context->tracking_parm = Parm;
1056 }
1057
1058 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1059     union {
1060         DWORD                 d;
1061         WINED3DLINEPATTERN    lp;
1062     } tmppattern;
1063     tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1064
1065     TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1066
1067     if (tmppattern.lp.wRepeatFactor) {
1068         glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1069         checkGLcall("glLineStipple(repeat, linepattern)");
1070         glEnable(GL_LINE_STIPPLE);
1071         checkGLcall("glEnable(GL_LINE_STIPPLE);");
1072     } else {
1073         glDisable(GL_LINE_STIPPLE);
1074         checkGLcall("glDisable(GL_LINE_STIPPLE);");
1075     }
1076 }
1077
1078 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1079     union {
1080         DWORD d;
1081         float f;
1082     } tmpvalue;
1083
1084     if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1085         tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1086         TRACE("ZBias value %f\n", tmpvalue.f);
1087         glPolygonOffset(0, -tmpvalue.f);
1088         checkGLcall("glPolygonOffset(0, -Value)");
1089         glEnable(GL_POLYGON_OFFSET_FILL);
1090         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1091         glEnable(GL_POLYGON_OFFSET_LINE);
1092         checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1093         glEnable(GL_POLYGON_OFFSET_POINT);
1094         checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1095     } else {
1096         glDisable(GL_POLYGON_OFFSET_FILL);
1097         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1098         glDisable(GL_POLYGON_OFFSET_LINE);
1099         checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1100         glDisable(GL_POLYGON_OFFSET_POINT);
1101         checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1102     }
1103 }
1104
1105
1106 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1107     if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
1108         glEnable(GL_NORMALIZE);
1109         checkGLcall("glEnable(GL_NORMALIZE);");
1110     } else {
1111         glDisable(GL_NORMALIZE);
1112         checkGLcall("glDisable(GL_NORMALIZE);");
1113     }
1114 }
1115
1116 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1117     union {
1118         DWORD d;
1119         float f;
1120     } tmpvalue;
1121
1122     /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1123     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1124     TRACE("Set point size to %f\n", tmpvalue.f);
1125     glPointSize(tmpvalue.f);
1126     checkGLcall("glPointSize(...);");
1127 }
1128
1129 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1130     union {
1131         DWORD d;
1132         float f;
1133     } tmpvalue;
1134
1135     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1136     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1137         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1138         checkGLcall("glPointParameterfARB(...");
1139     }
1140     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1141         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1142         checkGLcall("glPointParameterfEXT(...);");
1143     } else if(tmpvalue.f != 1.0) {
1144         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1145     }
1146 }
1147
1148 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1149     union {
1150         DWORD d;
1151         float f;
1152     } tmpvalue;
1153
1154     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1155     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1156         GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1157         checkGLcall("glPointParameterfARB(...");
1158     }
1159     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1160         GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1161         checkGLcall("glPointParameterfEXT(...);");
1162     } else if(tmpvalue.f != 64.0) {
1163         FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1164     }
1165 }
1166
1167 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1168     /* TODO: Group this with the viewport */
1169     /*
1170      * POINTSCALEENABLE controls how point size value is treated. If set to
1171      * true, the point size is scaled with respect to height of viewport.
1172      * When set to false point size is in pixels.
1173      *
1174      * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1175      */
1176
1177     /* Default values */
1178     GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1179
1180     /*
1181      * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1182      * This means that OpenGL will clamp really small point sizes to 1.0f.
1183      * To correct for this we need to multiply by the scale factor when sizes
1184      * are less than 1.0f. scale_factor =  1.0f / point_size.
1185      */
1186     GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1187     if(pointSize > 0.0f) {
1188         GLfloat scaleFactor;
1189
1190         if(pointSize < 1.0f) {
1191             scaleFactor = pointSize * pointSize;
1192         } else {
1193             scaleFactor = 1.0f;
1194         }
1195
1196         if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1197             att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1198                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1199             att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1200                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1201             att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1202                     (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1203         }
1204     }
1205
1206     if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1207         GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1208         checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1209     }
1210     else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1211         GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1212         checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1213     } else {
1214         TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1215     }
1216 }
1217
1218 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1219     DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1220
1221     TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1222         Value & WINED3DCOLORWRITEENABLE_RED   ? 1 : 0,
1223         Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1224         Value & WINED3DCOLORWRITEENABLE_BLUE  ? 1 : 0,
1225         Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1226     glColorMask(Value & WINED3DCOLORWRITEENABLE_RED   ? GL_TRUE : GL_FALSE,
1227                 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1228                 Value & WINED3DCOLORWRITEENABLE_BLUE  ? GL_TRUE : GL_FALSE,
1229                 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1230     checkGLcall("glColorMask(...)");
1231
1232     /* depends on WINED3DRS_COLORWRITEENABLE. */
1233     if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1234        stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1235        stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1236         ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1237             stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1238             stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1239             stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1240     }
1241 }
1242
1243 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1244     if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1245         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1246         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1247     } else {
1248         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1249         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1250     }
1251 }
1252
1253 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1254     if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1255         TRACE("Last Pixel Drawing Enabled\n");
1256     } else {
1257         static BOOL first = TRUE;
1258         if(first) {
1259             FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1260             first = FALSE;
1261         } else {
1262             TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1263         }
1264     }
1265 }
1266
1267 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1268     unsigned int i;
1269     int val;
1270
1271     /* TODO: NV_POINT_SPRITE */
1272     if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1273         TRACE("Point sprites not supported\n");
1274         return;
1275     }
1276
1277     if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1278         val = GL_TRUE;
1279     } else {
1280         val = GL_FALSE;
1281     }
1282
1283     for (i = 0; i < GL_LIMITS(textures); i++) {
1284         /* Note the WINED3DRS value applies to all textures, but GL has one
1285          * per texture, so apply it now ready to be used!
1286          */
1287         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1288             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1289             checkGLcall("glActiveTextureARB");
1290         } else if (i==1) {
1291             FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1292             break;
1293         }
1294
1295         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, val);
1296         checkGLcall((val?"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)":
1297                          "glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE)"));
1298     }
1299 }
1300
1301 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1302     /**
1303      http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1304      http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1305      http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1306      Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1307      http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1308
1309      so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1310      */
1311     TRACE("Stub\n");
1312     if(stateblock->renderState[WINED3DRS_WRAP0] ||
1313        stateblock->renderState[WINED3DRS_WRAP1] ||
1314        stateblock->renderState[WINED3DRS_WRAP2] ||
1315        stateblock->renderState[WINED3DRS_WRAP3] ||
1316        stateblock->renderState[WINED3DRS_WRAP4] ||
1317        stateblock->renderState[WINED3DRS_WRAP5] ||
1318        stateblock->renderState[WINED3DRS_WRAP6] ||
1319        stateblock->renderState[WINED3DRS_WRAP7] ||
1320        stateblock->renderState[WINED3DRS_WRAP8] ||
1321        stateblock->renderState[WINED3DRS_WRAP9] ||
1322        stateblock->renderState[WINED3DRS_WRAP10] ||
1323        stateblock->renderState[WINED3DRS_WRAP11] ||
1324        stateblock->renderState[WINED3DRS_WRAP12] ||
1325        stateblock->renderState[WINED3DRS_WRAP13] ||
1326        stateblock->renderState[WINED3DRS_WRAP14] ||
1327        stateblock->renderState[WINED3DRS_WRAP15] ) {
1328         FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1329     }
1330 }
1331
1332 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1333     if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1334         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1335             glEnable(GL_MULTISAMPLE_ARB);
1336             checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1337         } else {
1338             glDisable(GL_MULTISAMPLE_ARB);
1339             checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1340         }
1341     } else {
1342         if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1343             ERR("Multisample antialiasing not supported by gl\n");
1344         }
1345     }
1346 }
1347
1348 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1349     if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1350         glEnable(GL_SCISSOR_TEST);
1351         checkGLcall("glEnable(GL_SCISSOR_TEST)");
1352     } else {
1353         glDisable(GL_SCISSOR_TEST);
1354         checkGLcall("glDisable(GL_SCISSOR_TEST)");
1355     }
1356 }
1357
1358 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1359     union {
1360         DWORD d;
1361         float f;
1362     } tmpvalue;
1363
1364     if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1365        stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1366         tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1367         glEnable(GL_POLYGON_OFFSET_FILL);
1368         checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1369         glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1370         checkGLcall("glPolygonOffset(...)");
1371     } else {
1372         glDisable(GL_POLYGON_OFFSET_FILL);
1373         checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1374     }
1375 }
1376
1377 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1378     if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1379         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1380         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1381     } else {
1382         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1383         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1384     }
1385 }
1386
1387 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1388     TRACE("Stub\n");
1389     if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1390         FIXME(" Stippled Alpha not supported yet.\n");
1391 }
1392
1393 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1394     TRACE("Stub\n");
1395     if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1396         FIXME(" Antialias not supported yet.\n");
1397 }
1398
1399 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1400     TRACE("Stub\n");
1401     if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1402         FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1403 }
1404
1405 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1406     TRACE("Stub\n");
1407     if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1408         FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1409 }
1410
1411 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1412     union {
1413         DWORD d;
1414         float f;
1415     } tmpvalue;
1416     tmpvalue.f = 1.0f;
1417
1418     TRACE("Stub\n");
1419     if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1420     {
1421         static BOOL displayed = FALSE;
1422
1423         tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1424         if(!displayed)
1425             FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1426
1427         displayed = TRUE;
1428     }
1429 }
1430
1431 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1432     TRACE("Stub\n");
1433     if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1434         FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1435 }
1436
1437 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1438     TRACE("Stub\n");
1439     if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1440         FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1441 }
1442
1443 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1444     TRACE("Stub\n");
1445     if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1446         FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1447 }
1448
1449
1450 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1451     if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1452         FIXME("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1453 }
1454
1455 static void state_seperateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1456     TRACE("Stub\n");
1457     if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1458         FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1459 }
1460
1461 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1462     if(stateblock->renderState[WINED3DRS_WRAPU]) {
1463         FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1464     }
1465 }
1466
1467 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1468     if(stateblock->renderState[WINED3DRS_WRAPV]) {
1469         FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1470     }
1471 }
1472
1473 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1474     if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1475         FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1476     }
1477 }
1478
1479 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1480     if(stateblock->renderState[WINED3DRS_ROP2]) {
1481         FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1482     }
1483 }
1484
1485 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1486     if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1487         FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1488     }
1489 }
1490
1491 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1492     if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1493         FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1494     }
1495 }
1496
1497 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1498     if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1499         FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1500     }
1501 }
1502
1503 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1504     if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1505         FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1506     }
1507 }
1508
1509 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1510     if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1511         FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1512     }
1513 }
1514
1515 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1516     if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1517         FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1518     }
1519 }
1520
1521 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1522     if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1523         FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1524     }
1525 }
1526
1527 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1528     if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1529         FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1530     }
1531 }
1532
1533 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1534     if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1535         FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1536     }
1537 }
1538
1539 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1540     if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1541         FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1542     }
1543 }
1544
1545 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1546     if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1547         FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1548     }
1549 }
1550
1551 /* Activates the texture dimension according to the bound D3D texture.
1552  * Does not care for the colorop or correct gl texture unit(when using nvrc)
1553  * Requires the caller to activate the correct unit before
1554  */
1555 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1556     BOOL bumpmap = FALSE;
1557
1558     if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1559                      stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1560         bumpmap = TRUE;
1561         context->texShaderBumpMap |= (1 << stage);
1562     } else {
1563         context->texShaderBumpMap &= ~(1 << stage);
1564     }
1565
1566     if(stateblock->textures[stage]) {
1567         switch(stateblock->textureDimensions[stage]) {
1568             case GL_TEXTURE_2D:
1569                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1570                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1571                 } else {
1572                     glDisable(GL_TEXTURE_3D);
1573                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1574                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1575                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1576                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1577                     }
1578                     glEnable(GL_TEXTURE_2D);
1579                     checkGLcall("glEnable(GL_TEXTURE_2D)");
1580                 }
1581                 break;
1582             case GL_TEXTURE_3D:
1583                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1584                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1585                 } else {
1586                     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1587                         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1588                         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1589                     }
1590                     glDisable(GL_TEXTURE_2D);
1591                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1592                     glEnable(GL_TEXTURE_3D);
1593                     checkGLcall("glEnable(GL_TEXTURE_3D)");
1594                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1595                 }
1596                 break;
1597             case GL_TEXTURE_CUBE_MAP_ARB:
1598                 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1599                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1600                 } else {
1601                     glDisable(GL_TEXTURE_2D);
1602                     checkGLcall("glDisable(GL_TEXTURE_2D)");
1603                     glDisable(GL_TEXTURE_3D);
1604                     checkGLcall("glDisable(GL_TEXTURE_3D)");
1605                     glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1606                     checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1607                     glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1608                 }
1609               break;
1610         }
1611     } else {
1612         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1613             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1614         } else {
1615             glDisable(GL_TEXTURE_2D);
1616             checkGLcall("glDisable(GL_TEXTURE_2D)");
1617             glDisable(GL_TEXTURE_3D);
1618             checkGLcall("glDisable(GL_TEXTURE_3D)");
1619             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1620                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1621                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1622             }
1623             /* Binding textures is done by samplers. A dummy texture will be bound */
1624         }
1625     }
1626 }
1627
1628 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1629     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1630     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1631
1632     TRACE("Setting color op for stage %d\n", stage);
1633
1634     if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1635         ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1636         /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1637         return;
1638     }
1639
1640     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1641
1642     if (mapped_stage != -1) {
1643         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1644             if (mapped_stage >= GL_LIMITS(textures)) {
1645                 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1646                         stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1647                     FIXME("Attempt to enable unsupported stage!\n");
1648                 }
1649                 return;
1650             }
1651             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1652             checkGLcall("glActiveTextureARB");
1653         } else if (stage > 0) {
1654             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1655             return;
1656         }
1657     }
1658
1659     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1660         if(stateblock->lowest_disabled_stage > 0) {
1661             glEnable(GL_REGISTER_COMBINERS_NV);
1662             GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1663         } else {
1664             glDisable(GL_REGISTER_COMBINERS_NV);
1665         }
1666     }
1667     if(stage >= stateblock->lowest_disabled_stage) {
1668         TRACE("Stage disabled\n");
1669         if (mapped_stage != -1) {
1670             /* Disable everything here */
1671             glDisable(GL_TEXTURE_2D);
1672             checkGLcall("glDisable(GL_TEXTURE_2D)");
1673             glDisable(GL_TEXTURE_3D);
1674             checkGLcall("glDisable(GL_TEXTURE_3D)");
1675             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1676                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1677                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1678             }
1679         }
1680         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1681             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1682         }
1683         /* All done */
1684         return;
1685     }
1686
1687     /* The sampler will also activate the correct texture dimensions, so no need to do it here
1688      * if the sampler for this stage is dirty
1689      */
1690     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1691         if (mapped_stage != -1) activate_dimensions(stage, stateblock, context);
1692     }
1693
1694     /* Set the texture combiners */
1695     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1696         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1697                          stateblock->textureState[stage][WINED3DTSS_COLOROP],
1698                          stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1699                          stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1700                          stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1701                          mapped_stage);
1702
1703         /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1704          * thus the texture shader may have to be updated
1705          */
1706         if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1707             BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1708                              stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1709             BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1710             if(usesBump != usedBump) {
1711                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1712                 checkGLcall("glActiveTextureARB");
1713                 activate_dimensions(stage + 1, stateblock, context);
1714                 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1715                 checkGLcall("glActiveTextureARB");
1716             }
1717         }
1718     } else {
1719         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1720                     stateblock->textureState[stage][WINED3DTSS_COLOROP],
1721                     stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1722                     stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1723                     stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1724     }
1725 }
1726
1727 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1728     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1729     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1730     DWORD op, arg1, arg2, arg0;
1731
1732     TRACE("Setting alpha op for stage %d\n", stage);
1733     /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1734     if (mapped_stage != -1) {
1735         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1736             if (stage >= GL_LIMITS(textures)) {
1737                 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1738                         stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1739                     FIXME("Attempt to enable unsupported stage!\n");
1740                 }
1741                 return;
1742             }
1743             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1744             checkGLcall("glActiveTextureARB");
1745         } else if (stage > 0) {
1746             /* We can't do anything here */
1747             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1748             return;
1749         }
1750     }
1751
1752     op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1753     arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1754     arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1755     arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1756
1757     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1758        stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1759         IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1760
1761         if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1762            getFormatDescEntry(surf->resource.format)->alphaMask == 0x00000000) {
1763
1764             /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1765              * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1766              * cannot remove the texture's alpha channel entirely.
1767              *
1768              * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1769              * on color keyed surfaces.
1770              *
1771              * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1772              */
1773             if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1774             if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1775             else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1776         }
1777     }
1778
1779     TRACE("Setting alpha op for stage %d\n", stage);
1780     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1781         set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1782                          op, arg1, arg2, arg0,
1783                          mapped_stage);
1784     } else {
1785         set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1786                     op, arg1, arg2, arg0);
1787     }
1788 }
1789
1790 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1791     DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1792     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1793
1794     if (mapped_stage < 0) return;
1795
1796     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1797         if(mapped_stage >= GL_LIMITS(textures)) {
1798             return;
1799         }
1800         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1801         checkGLcall("glActiveTextureARB");
1802     } else if (mapped_stage > 0) {
1803         /* We can't do anything here */
1804         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1805         return;
1806     }
1807
1808     set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1809                         stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1810                         (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
1811
1812 }
1813
1814 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd);
1815
1816 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1817     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1818     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1819
1820     if (mapped_stage == -1) {
1821         TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1822         return;
1823     }
1824
1825     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1826         if(mapped_stage >= GL_LIMITS(samplers)) {
1827             return;
1828         }
1829         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1830         checkGLcall("glActiveTextureARB");
1831     } else if (stage > 0) {
1832         /* We can't do anything here */
1833         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1834         return;
1835     }
1836
1837     /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1838      *
1839      * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1840      * one flag, you can still specify an index value, which the system uses to
1841      * determine the texture wrapping mode.
1842      * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1843      * means use the vertex position (camera-space) as the input texture coordinates
1844      * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1845      * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1846      * to the TEXCOORDINDEX value
1847      */
1848
1849     /*
1850      * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1851      */
1852     switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1853     case WINED3DTSS_TCI_PASSTHRU:
1854         /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1855         glDisable(GL_TEXTURE_GEN_S);
1856         glDisable(GL_TEXTURE_GEN_T);
1857         glDisable(GL_TEXTURE_GEN_R);
1858         glDisable(GL_TEXTURE_GEN_Q);
1859         checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1860         break;
1861
1862     case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1863         /* CameraSpacePosition means use the vertex position, transformed to camera space,
1864          * as the input texture coordinates for this stage's texture transformation. This
1865          * equates roughly to EYE_LINEAR
1866          */
1867         {
1868             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1869             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1870             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1871             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1872             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1873
1874             glMatrixMode(GL_MODELVIEW);
1875             glPushMatrix();
1876             glLoadIdentity();
1877             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1878             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1879             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1880             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1881             glPopMatrix();
1882
1883             TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1884             glEnable(GL_TEXTURE_GEN_S);
1885             checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1886             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1887             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1888             glEnable(GL_TEXTURE_GEN_T);
1889             checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1890             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1891             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1892             glEnable(GL_TEXTURE_GEN_R);
1893             checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1894             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1895             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1896         }
1897         break;
1898
1899     case WINED3DTSS_TCI_CAMERASPACENORMAL:
1900         {
1901             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1902                 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1903                 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1904                 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1905                 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1906                 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1907
1908                 glMatrixMode(GL_MODELVIEW);
1909                 glPushMatrix();
1910                 glLoadIdentity();
1911                 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1912                 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1913                 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1914                 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1915                 glPopMatrix();
1916
1917                 glEnable(GL_TEXTURE_GEN_S);
1918                 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1919                 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1920                 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1921                 glEnable(GL_TEXTURE_GEN_T);
1922                 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1923                 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1924                 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1925                 glEnable(GL_TEXTURE_GEN_R);
1926                 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1927                 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1928                 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1929             }
1930         }
1931         break;
1932
1933     case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
1934         {
1935             if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1936             float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1937             float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1938             float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1939             float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1940             TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
1941
1942             glMatrixMode(GL_MODELVIEW);
1943             glPushMatrix();
1944             glLoadIdentity();
1945             glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1946             glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1947             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1948             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1949             glPopMatrix();
1950
1951             glEnable(GL_TEXTURE_GEN_S);
1952             checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1953             glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1954             checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1955             glEnable(GL_TEXTURE_GEN_T);
1956             checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1957             glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1958             checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1959             glEnable(GL_TEXTURE_GEN_R);
1960             checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1961             glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1962             checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1963             }
1964         }
1965         break;
1966
1967     /* Unhandled types: */
1968     default:
1969         /* Todo: */
1970         /* ? disable GL_TEXTURE_GEN_n ? */
1971         glDisable(GL_TEXTURE_GEN_S);
1972         glDisable(GL_TEXTURE_GEN_T);
1973         glDisable(GL_TEXTURE_GEN_R);
1974         glDisable(GL_TEXTURE_GEN_Q);
1975         FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
1976         break;
1977     }
1978
1979     /* Update the texture matrix */
1980     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
1981         transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
1982     }
1983
1984     if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
1985         /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
1986          * source. Call loadVertexData directly because there is no need to reparse the vertex declaration
1987          * and do all the things linked to it
1988          * TODO: Tidy that up to reload only the arrays of the changed unit
1989          */
1990         loadVertexData(stateblock, &stateblock->wineD3DDevice->strided_streams);
1991     }
1992 }
1993
1994 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1995     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1996     union {
1997         DWORD d;
1998         float f;
1999     } tmpvalue;
2000
2001     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2002     if(tmpvalue.f != 0.0) {
2003         FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2004     }
2005 }
2006
2007 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2008     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2009     union {
2010         DWORD d;
2011         float f;
2012     } tmpvalue;
2013
2014     tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2015     if(tmpvalue.f != 0.0) {
2016         FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2017     }
2018 }
2019
2020 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2021     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2022
2023     if(stage >= GL_LIMITS(texture_stages)) {
2024         return;
2025     }
2026
2027     if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2028         FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2029     }
2030 }
2031
2032 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2033     DWORD sampler = state - STATE_SAMPLER(0);
2034     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2035     union {
2036         float f;
2037         DWORD d;
2038     } tmpvalue;
2039
2040     TRACE("Sampler: %d\n", sampler);
2041     /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2042      * only has to bind textures and set the per texture states
2043      */
2044
2045     if (mapped_stage == -1) {
2046         TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2047         return;
2048     }
2049
2050     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2051         if (mapped_stage >= GL_LIMITS(samplers)) {
2052             return;
2053         }
2054         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2055         checkGLcall("glActiveTextureARB");
2056     } else if (sampler > 0) {
2057         /* We can't do anything here */
2058         WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2059         return;
2060     }
2061
2062     if(stateblock->textures[sampler]) {
2063         BOOL texIsPow2 = FALSE;
2064
2065         /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2066          * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2067          * scaling is reapplied or removed, the texture matrix has to be reapplied
2068          */
2069         if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2070             if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2071                 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2072                    ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2073                     texIsPow2 = TRUE;
2074                 }
2075             } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2076                 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2077                     texIsPow2 = TRUE;
2078                 }
2079             }
2080
2081             if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2082                 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2083                 context->lastWasPow2Texture[sampler] = texIsPow2;
2084             }
2085         }
2086
2087         IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2088         IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2089
2090         if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2091             tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2092             glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2093                       GL_TEXTURE_LOD_BIAS_EXT,
2094                       tmpvalue.f);
2095             checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2096         }
2097
2098         if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2099             ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2100             /* Using a pixel shader? Verify the sampler types */
2101
2102             /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2103              * dimensions because the shader knows from which texture type to sample from. For the sake of
2104              * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2105              * dimensions. This should make wrong sampling sources visible :-)
2106              */
2107             glEnable(stateblock->textureDimensions[sampler]);
2108             checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2109         } else if(sampler < stateblock->lowest_disabled_stage) {
2110             if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2111                 activate_dimensions(sampler, stateblock, context);
2112             }
2113
2114             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2115                 /* If color keying is enabled update the alpha test, it depends on the existence
2116                  * of a color key in stage 0
2117                  */
2118                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2119             }
2120         }
2121     } else if(sampler < GL_LIMITS(texture_stages)) {
2122         if(sampler < stateblock->lowest_disabled_stage) {
2123             /* TODO: What should I do with pixel shaders here ??? */
2124             if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2125                 activate_dimensions(sampler, stateblock, context);
2126             }
2127         } /* Otherwise tex_colorop disables the stage */
2128         glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2129         checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2130     }
2131 }
2132
2133 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2134     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2135
2136     /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2137      * has an update pending
2138      */
2139     if(isStateDirty(context, STATE_VDECL) ||
2140        isStateDirty(context, STATE_PIXELSHADER)) {
2141        return;
2142     }
2143     
2144     device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2145 }
2146
2147 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2148     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2149     BOOL use_pshader = use_ps(device);
2150     BOOL use_vshader = use_vs(device);
2151     BOOL update_fog = FALSE;
2152     int i;
2153
2154     if (use_pshader) {
2155         if(!context->last_was_pshader) {
2156             /* Former draw without a pixel shader, some samplers
2157              * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2158              * make sure to enable them
2159              */
2160             for(i=0; i < MAX_SAMPLERS; i++) {
2161                 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2162                     sampler(STATE_SAMPLER(i), stateblock, context);
2163                 }
2164             }
2165             update_fog = TRUE;
2166         } else {
2167            /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2168             * if a different texture was bound. I don't have to do anything.
2169             */
2170         }
2171
2172         /* Compile and bind the shader */
2173         IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2174     } else {
2175         /* Disabled the pixel shader - color ops weren't applied
2176          * while it was enabled, so re-apply them.
2177          */
2178         for(i=0; i < MAX_TEXTURES; i++) {
2179             if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2180                 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2181             }
2182         }
2183         if(context->last_was_pshader)
2184             update_fog = TRUE;
2185     }
2186
2187     if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2188         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2189
2190         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2191             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2192         }
2193     }
2194
2195     if(update_fog)
2196         state_fog(state, stateblock, context);
2197
2198     context->last_was_pshader = use_pshader;
2199 }
2200
2201 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2202     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2203
2204     if(stateblock->pixelShader && stage != 0 &&
2205        ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2206         /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2207          * anyway
2208          */
2209         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2210            !isStateDirty(context, STATE_PIXELSHADER)) {
2211             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2212         }
2213     }
2214
2215     if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2216         if(stage >= GL_LIMITS(texture_stages)) {
2217             WARN("Bump env matrix of unsupported stage set\n");
2218         } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2219             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2220             checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2221         }
2222         GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2223                    (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2224         checkGLcall("glTexBumpParameterfvATI");
2225     }
2226     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2227         /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2228          * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2229          * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2230          * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2231          * for stage + 1. Keep the nvrc tex unit mapping in mind too
2232          */
2233         DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2234
2235         if(mapped_stage < GL_LIMITS(textures)) {
2236             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2237             checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2238
2239             glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2240                       (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2241             checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)\n");
2242         }
2243     }
2244 }
2245
2246 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2247     /* This function is called by transform_view below if the view matrix was changed too
2248      *
2249      * Deliberately no check if the vertex declaration is dirty because the vdecl state
2250      * does not always update the world matrix, only on a switch between transformed
2251      * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2252      * draw, but that should be rather rare and cheaper in total.
2253      */
2254     glMatrixMode(GL_MODELVIEW);
2255     checkGLcall("glMatrixMode");
2256
2257     if(context->last_was_rhw) {
2258         glLoadIdentity();
2259         checkGLcall("glLoadIdentity()");
2260     } else {
2261         /* In the general case, the view matrix is the identity matrix */
2262         if (stateblock->wineD3DDevice->view_ident) {
2263             glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2264             checkGLcall("glLoadMatrixf");
2265         } else {
2266             glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2267             checkGLcall("glLoadMatrixf");
2268             glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2269             checkGLcall("glMultMatrixf");
2270         }
2271     }
2272 }
2273
2274 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2275     UINT index = state - STATE_CLIPPLANE(0);
2276
2277     if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2278         return;
2279     }
2280
2281     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2282     glMatrixMode(GL_MODELVIEW);
2283     glPushMatrix();
2284     glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2285
2286     TRACE("Clipplane [%f,%f,%f,%f]\n",
2287           stateblock->clipplane[index][0],
2288           stateblock->clipplane[index][1],
2289           stateblock->clipplane[index][2],
2290           stateblock->clipplane[index][3]);
2291     glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2292     checkGLcall("glClipPlane");
2293
2294     glPopMatrix();
2295 }
2296
2297 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2298     UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2299     GLenum glMat;
2300     TRACE("Setting world matrix %d\n", matrix);
2301
2302     if(matrix >= GL_LIMITS(blends)) {
2303         WARN("Unsupported blend matrix set\n");
2304         return;
2305     } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2306         return;
2307     }
2308
2309     /* GL_MODELVIEW0_ARB:  0x1700
2310      * GL_MODELVIEW1_ARB:  0x0x850a
2311      * GL_MODELVIEW2_ARB:  0x8722
2312      * GL_MODELVIEW3_ARB:  0x8723
2313      * etc
2314      * GL_MODELVIEW31_ARB: 0x873F
2315      */
2316     if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2317     else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2318
2319     glMatrixMode(glMat);
2320     checkGLcall("glMatrixMode(glMat)");
2321
2322     /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2323      * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2324      */
2325     if(stateblock->wineD3DDevice->view_ident) {
2326         glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2327         checkGLcall("glLoadMatrixf")
2328     } else {
2329         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2330         checkGLcall("glLoadMatrixf")
2331         glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2332         checkGLcall("glMultMatrixf")
2333     }
2334 }
2335
2336 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2337     WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2338
2339     switch(val) {
2340         case WINED3DVBF_1WEIGHTS:
2341         case WINED3DVBF_2WEIGHTS:
2342         case WINED3DVBF_3WEIGHTS:
2343             if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2344                 glEnable(GL_VERTEX_BLEND_ARB);
2345                 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2346
2347                 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2348                  * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2349                  */
2350                 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2351
2352                 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2353                     int i;
2354                     for(i = 1; i < GL_LIMITS(blends); i++) {
2355                         if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2356                             transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2357                         }
2358                     }
2359                     stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2360                 }
2361             } else {
2362                 /* TODO: Implement vertex blending in drawStridedSlow */
2363                 FIXME("Vertex blending enabled, but not supported by hardware\n");
2364             }
2365             break;
2366
2367         case WINED3DVBF_DISABLE:
2368         case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2369             if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2370                 glDisable(GL_VERTEX_BLEND_ARB);
2371                 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2372             } else {
2373                 TRACE("Vertex blending disabled\n");
2374             }
2375             break;
2376
2377         case WINED3DVBF_TWEENING:
2378             /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2379              * vertex weights in the vertices?
2380              * For now we don't report that as supported, so a warn should suffice
2381              */
2382             WARN("Tweening not supported yet\n");
2383             break;
2384     }
2385 }
2386
2387 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2388     unsigned int k;
2389
2390     /* If we are changing the View matrix, reset the light and clipping planes to the new view
2391      * NOTE: We have to reset the positions even if the light/plane is not currently
2392      *       enabled, since the call to enable it will not reset the position.
2393      * NOTE2: Apparently texture transforms do NOT need reapplying
2394      */
2395
2396     PLIGHTINFOEL *light = NULL;
2397
2398     glMatrixMode(GL_MODELVIEW);
2399     checkGLcall("glMatrixMode(GL_MODELVIEW)");
2400     glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2401     checkGLcall("glLoadMatrixf(...)");
2402
2403     /* Reset lights. TODO: Call light apply func */
2404     for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2405         light = stateblock->activeLights[k];
2406         if(!light) continue;
2407         glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2408         checkGLcall("glLightfv posn");
2409         glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2410         checkGLcall("glLightfv dirn");
2411     }
2412
2413     /* Reset Clipping Planes  */
2414     for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2415         if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2416             clipplane(STATE_CLIPPLANE(k), stateblock, context);
2417         }
2418     }
2419
2420     if(context->last_was_rhw) {
2421         glLoadIdentity();
2422         checkGLcall("glLoadIdentity()");
2423         /* No need to update the world matrix, the identity is fine */
2424         return;
2425     }
2426
2427     /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2428      * No need to do it here if the state is scheduled for update.
2429      */
2430     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2431         transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2432     }
2433
2434     /* Avoid looping over a number of matrices if the app never used the functionality */
2435     if(stateblock->wineD3DDevice->vertexBlendUsed) {
2436         for(k = 1; k < GL_LIMITS(blends); k++) {
2437             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2438                 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2439             }
2440         }
2441     }
2442 }
2443
2444 static const GLfloat invymat[16] = {
2445     1.0f, 0.0f, 0.0f, 0.0f,
2446     0.0f, -1.0f, 0.0f, 0.0f,
2447     0.0f, 0.0f, 1.0f, 0.0f,
2448     0.0f, 0.0f, 0.0f, 1.0f};
2449
2450 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2451     glMatrixMode(GL_PROJECTION);
2452     checkGLcall("glMatrixMode(GL_PROJECTION)");
2453     glLoadIdentity();
2454     checkGLcall("glLoadIdentity");
2455
2456     if(context->last_was_rhw) {
2457         double X, Y, height, width, minZ, maxZ;
2458
2459         X      = stateblock->viewport.X;
2460         Y      = stateblock->viewport.Y;
2461         height = stateblock->viewport.Height;
2462         width  = stateblock->viewport.Width;
2463         minZ   = stateblock->viewport.MinZ;
2464         maxZ   = stateblock->viewport.MaxZ;
2465
2466         if(!stateblock->wineD3DDevice->untransformed) {
2467             /* Transformed vertices are supposed to bypass the whole transform pipeline including
2468              * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2469              * suppress depth clipping. This can be done because it is an orthogonal projection and
2470              * the Z coordinate does not affect the size of the primitives
2471              */
2472             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2473             if(stateblock->wineD3DDevice->render_offscreen) {
2474                 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2475             } else {
2476                 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2477             }
2478         } else {
2479             /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2480              * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2481              * unmodified to opengl.
2482              *
2483              * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2484              * replacement shader.
2485              */
2486             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2487             if(stateblock->wineD3DDevice->render_offscreen) {
2488                 glOrtho(X, X + width, -Y, -Y - height, 1.0, -1.0);
2489             } else {
2490                 glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
2491             }
2492         }
2493         checkGLcall("glOrtho");
2494
2495         /* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */
2496         glTranslatef(0.375, 0.375, 0);
2497         checkGLcall("glTranslatef(0.375, 0.375, 0)");
2498         /* D3D texture coordinates are flipped compared to OpenGL ones, so
2499          * render everything upside down when rendering offscreen. */
2500         if (stateblock->wineD3DDevice->render_offscreen) {
2501             glMultMatrixf(invymat);
2502             checkGLcall("glMultMatrixf(invymat)");
2503         }
2504     } else {
2505         /* The rule is that the window coordinate 0 does not correspond to the
2506             beginning of the first pixel, but the center of the first pixel.
2507             As a consequence if you want to correctly draw one line exactly from
2508             the left to the right end of the viewport (with all matrices set to
2509             be identity), the x coords of both ends of the line would be not
2510             -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2511             instead.                                                               */
2512         glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
2513         checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
2514
2515         /* D3D texture coordinates are flipped compared to OpenGL ones, so
2516             * render everything upside down when rendering offscreen. */
2517         if (stateblock->wineD3DDevice->render_offscreen) {
2518             glMultMatrixf(invymat);
2519             checkGLcall("glMultMatrixf(invymat)");
2520         }
2521         glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2522         checkGLcall("glLoadMatrixf");
2523     }
2524 }
2525
2526 /* This should match any arrays loaded in loadVertexData.
2527  * stateblock impl is required for GL_SUPPORT
2528  * TODO: Only load / unload arrays if we have to.
2529  */
2530 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2531     int texture_idx;
2532
2533     glDisableClientState(GL_VERTEX_ARRAY);
2534     glDisableClientState(GL_NORMAL_ARRAY);
2535     glDisableClientState(GL_COLOR_ARRAY);
2536     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2537         glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2538     }
2539     if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2540         glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2541     }
2542     for (texture_idx = 0; texture_idx < GL_LIMITS(textures); ++texture_idx) {
2543         GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
2544         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2545     }
2546 }
2547
2548 /* This should match any arrays loaded in loadNumberedArrays
2549  * TODO: Only load / unload arrays if we have to.
2550  */
2551 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2552     /* disable any attribs (this is the same for both GLSL and ARB modes) */
2553     GLint maxAttribs;
2554     int i;
2555
2556     /* Leave all the attribs disabled */
2557     glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2558     /* MESA does not support it right not */
2559     if (glGetError() != GL_NO_ERROR)
2560         maxAttribs = 16;
2561     for (i = 0; i < maxAttribs; ++i) {
2562         GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2563         checkGLcall("glDisableVertexAttribArrayARB(reg);");
2564     }
2565 }
2566
2567 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2568     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2569     int i;
2570     UINT *offset = stateblock->streamOffset;
2571
2572     /* Default to no instancing */
2573     stateblock->wineD3DDevice->instancedDraw = FALSE;
2574
2575     for (i = 0; i < MAX_ATTRIBS; i++) {
2576
2577         if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2578             continue;
2579
2580         /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2581         if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2582             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2583             stateblock->wineD3DDevice->instancedDraw = TRUE;
2584             continue;
2585         }
2586
2587         TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2588
2589         if(strided->u.input[i].dwStride) {
2590             if(curVBO != strided->u.input[i].VBO) {
2591                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2592                 checkGLcall("glBindBufferARB");
2593                 curVBO = strided->u.input[i].VBO;
2594             }
2595             GL_EXTCALL(glVertexAttribPointerARB(i,
2596                             WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2597                             WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2598                             WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2599                             strided->u.input[i].dwStride,
2600                             strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2601             GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2602         } else {
2603             /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2604              * set up the attribute statically. But we have to figure out the system memory address.
2605              */
2606             BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2607             if(strided->u.input[i].VBO) {
2608                 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2609                 ptr += (long) vb->resource.allocatedMemory;
2610             }
2611             GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2612
2613             switch(strided->u.input[i].dwType) {
2614                 case WINED3DDECLTYPE_FLOAT1:
2615                     GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2616                     break;
2617                 case WINED3DDECLTYPE_FLOAT2:
2618                     GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2619                     break;
2620                 case WINED3DDECLTYPE_FLOAT3:
2621                     GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2622                     break;
2623                 case WINED3DDECLTYPE_FLOAT4:
2624                     GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2625                     break;
2626
2627                 case WINED3DDECLTYPE_UBYTE4:
2628                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2629                     break;
2630                 case WINED3DDECLTYPE_UBYTE4N:
2631                 case WINED3DDECLTYPE_D3DCOLOR:
2632                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2633                     break;
2634
2635                 case WINED3DDECLTYPE_SHORT2:
2636                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2637                     break;
2638                 case WINED3DDECLTYPE_SHORT4:
2639                     GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2640                     break;
2641
2642                 case WINED3DDECLTYPE_SHORT2N:
2643                 {
2644                     GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2645                     GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2646                     break;
2647                 }
2648                 case WINED3DDECLTYPE_USHORT2N:
2649                 {
2650                     GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2651                     GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2652                     break;
2653                 }
2654                 case WINED3DDECLTYPE_SHORT4N:
2655                     GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2656                     break;
2657                 case WINED3DDECLTYPE_USHORT4N:
2658                     GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2659                     break;
2660
2661                 case WINED3DDECLTYPE_UDEC3:
2662                     FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2663                     /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2664                     break;
2665                 case WINED3DDECLTYPE_DEC3N:
2666                     FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2667                     /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2668                     break;
2669
2670                 case WINED3DDECLTYPE_FLOAT16_2:
2671                     /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2672                      * byte float according to the IEEE standard
2673                      */
2674                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2675                     break;
2676                 case WINED3DDECLTYPE_FLOAT16_4:
2677                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2678                     break;
2679
2680                 case WINED3DDECLTYPE_UNUSED:
2681                 default:
2682                     ERR("Unexpected declaration in stride 0 attributes\n");
2683                     break;
2684
2685             }
2686         }
2687     }
2688 }
2689
2690 /* Used from 2 different functions, and too big to justify making it inlined */
2691 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2692     unsigned int textureNo   = 0;
2693     UINT *offset = stateblock->streamOffset;
2694     GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2695     unsigned int mapped_stage = 0;
2696
2697     TRACE("Using fast vertex array code\n");
2698
2699     /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2700     stateblock->wineD3DDevice->instancedDraw = FALSE;
2701
2702     /* Blend Data ---------------------------------------------- */
2703     if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2704         (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2705
2706         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2707             TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2708                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2709
2710             glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2711             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2712
2713             GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2714
2715             VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2716                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2717                 sd->u.s.blendWeights.dwStride,
2718                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2719
2720             if(curVBO != sd->u.s.blendWeights.VBO) {
2721                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2722                 checkGLcall("glBindBufferARB");
2723                 curVBO = sd->u.s.blendWeights.VBO;
2724             }
2725
2726             GL_EXTCALL(glWeightPointerARB)(
2727                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2728                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2729                 sd->u.s.blendWeights.dwStride,
2730                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2731
2732             checkGLcall("glWeightPointerARB");
2733
2734             if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2735                 static BOOL showfixme = TRUE;
2736                 if(showfixme){
2737                     FIXME("blendMatrixIndices support\n");
2738                     showfixme = FALSE;
2739                 }
2740             }
2741         } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2742             /* FIXME("TODO\n");*/
2743 #if 0
2744
2745             GL_EXTCALL(glVertexWeightPointerEXT)(
2746                 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2747                 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2748                 sd->u.s.blendWeights.dwStride,
2749                 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2750             checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2751             glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2752             checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2753 #endif
2754
2755         } else {
2756             /* TODO: support blends in drawStridedSlow
2757              * No need to write a FIXME here, this is done after the general vertex decl decoding
2758              */
2759             WARN("unsupported blending in openGl\n");
2760         }
2761     } else {
2762         if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2763             static const GLbyte one = 1;
2764             glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2765             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2766             GL_EXTCALL(glWeightbvARB(1, &one));
2767             checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
2768         } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2769             TRACE(" EXT_VERTEX_WEIGHTING\n");
2770             glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2771             checkGLcall("glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2772
2773         }
2774     }
2775
2776 #if 0 /* FOG  ----------------------------------------------*/
2777     if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2778         /* TODO: fog*/
2779     if (GL_SUPPORT(EXT_FOG_COORD) {
2780              glEnableClientState(GL_FOG_COORDINATE_EXT);
2781             (GL_EXTCALL)(FogCoordPointerEXT)(
2782                 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2783                 sd->u.s.fog.dwStride,
2784                 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2785         } else {
2786             /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2787             /* FIXME: fixme once */
2788             TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
2789         }
2790     } else {
2791         if (GL_SUPPRT(EXT_FOR_COORD) {
2792              /* make sure fog is disabled */
2793              glDisableClientState(GL_FOG_COORDINATE_EXT);
2794         }
2795     }
2796 #endif
2797
2798 #if 0 /* tangents  ----------------------------------------------*/
2799     if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
2800         sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2801         /* TODO: tangents*/
2802         if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2803             if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
2804                 glEnable(GL_TANGENT_ARRAY_EXT);
2805                 (GL_EXTCALL)(TangentPointerEXT)(
2806                     WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
2807                     sd->u.s.tangent.dwStride,
2808                     sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
2809             } else {
2810                     glDisable(GL_TANGENT_ARRAY_EXT);
2811             }
2812             if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2813                     glEnable(GL_BINORMAL_ARRAY_EXT);
2814                     (GL_EXTCALL)(BinormalPointerEXT)(
2815                         WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
2816                         sd->u.s.binormal.dwStride,
2817                         sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
2818             } else{
2819                     glDisable(GL_BINORMAL_ARRAY_EXT);
2820             }
2821
2822         } else {
2823             /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
2824             /* FIXME: fixme once */
2825             TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
2826         }
2827     } else {
2828         if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2829              /* make sure fog is disabled */
2830              glDisable(GL_TANGENT_ARRAY_EXT);
2831              glDisable(GL_BINORMAL_ARRAY_EXT);
2832         }
2833     }
2834 #endif
2835
2836     /* Point Size ----------------------------------------------*/
2837     if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
2838
2839         /* no such functionality in the fixed function GL pipeline */
2840         TRACE("Cannot change ptSize here in openGl\n");
2841         /* TODO: Implement this function in using shaders if they are available */
2842
2843     }
2844
2845     /* Vertex Pointers -----------------------------------------*/
2846     if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
2847         /* Note dwType == float3 or float4 == 2 or 3 */
2848         VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
2849                 sd->u.s.position.dwStride,
2850                 sd->u.s.position.dwType + 1,
2851                 sd->u.s.position.lpData));
2852
2853         if(curVBO != sd->u.s.position.VBO) {
2854             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
2855             checkGLcall("glBindBufferARB");
2856             curVBO = sd->u.s.position.VBO;
2857         }
2858
2859         /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
2860            handling for rhw mode should not impact screen position whereas in GL it does.
2861            This may  result in very slightly distored textures in rhw mode, but
2862            a very minimal different. There's always the other option of
2863            fixing the view matrix to prevent w from having any effect
2864
2865            This only applies to user pointer sources, in VBOs the vertices are fixed up
2866          */
2867         if(sd->u.s.position.VBO == 0) {
2868             glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
2869                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2870                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2871         } else {
2872             glVertexPointer(
2873                 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
2874                 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2875                 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2876         }
2877         checkGLcall("glVertexPointer(...)");
2878         glEnableClientState(GL_VERTEX_ARRAY);
2879         checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
2880
2881     } else {
2882         glDisableClientState(GL_VERTEX_ARRAY);
2883         checkGLcall("glDisableClientState(GL_VERTEX_ARRAY)");
2884     }
2885
2886     /* Normals -------------------------------------------------*/
2887     if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
2888         /* Note dwType == float3 or float4 == 2 or 3 */
2889         VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
2890                 sd->u.s.normal.dwStride,
2891                 sd->u.s.normal.lpData));
2892         if(curVBO != sd->u.s.normal.VBO) {
2893             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
2894             checkGLcall("glBindBufferARB");
2895             curVBO = sd->u.s.normal.VBO;
2896         }
2897         glNormalPointer(
2898             WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
2899             sd->u.s.normal.dwStride,
2900             sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
2901         checkGLcall("glNormalPointer(...)");
2902         glEnableClientState(GL_NORMAL_ARRAY);
2903         checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
2904
2905     } else {
2906         glDisableClientState(GL_NORMAL_ARRAY);
2907         checkGLcall("glDisableClientState(GL_NORMAL_ARRAY)");
2908         glNormal3f(0, 0, 1);
2909         checkGLcall("glNormal3f(0, 0, 1)");
2910     }
2911
2912     /* Diffuse Colour --------------------------------------------*/
2913     /*  WARNING: Data here MUST be in RGBA format, so cannot      */
2914     /*     go directly into fast mode from app pgm, because       */
2915     /*     directx requires data in BGRA format.                  */
2916     /* currently fixupVertices swizels the format, but this isn't */
2917     /* very practical when using VBOS                             */
2918     /* NOTE: Unless we write a vertex shader to swizel the colour */
2919     /* , or the user doesn't care and wants the speed advantage   */
2920
2921     if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
2922         /* Note dwType == float3 or float4 == 2 or 3 */
2923         VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2924                 sd->u.s.diffuse.dwStride,
2925                 sd->u.s.diffuse.lpData));
2926
2927         if(curVBO != sd->u.s.diffuse.VBO) {
2928             GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
2929             checkGLcall("glBindBufferARB");
2930             curVBO = sd->u.s.diffuse.VBO;
2931         }
2932         glColorPointer(4, GL_UNSIGNED_BYTE,
2933                        sd->u.s.diffuse.dwStride,
2934                        sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
2935         checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
2936         glEnableClientState(GL_COLOR_ARRAY);
2937         checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
2938
2939     } else {
2940         glDisableClientState(GL_COLOR_ARRAY);
2941         checkGLcall("glDisableClientState(GL_COLOR_ARRAY)");
2942         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
2943         checkGLcall("glColor4f(1, 1, 1, 1)");
2944     }
2945
2946     /* Specular Colour ------------------------------------------*/
2947     if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
2948         TRACE("setting specular colour\n");
2949         /* Note dwType == float3 or float4 == 2 or 3 */
2950         VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2951                 sd->u.s.specular.dwStride,
2952                 sd->u.s.specular.lpData));
2953         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2954             if(curVBO != sd->u.s.specular.VBO) {
2955                 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
2956                 checkGLcall("glBindBufferARB");
2957                 curVBO = sd->u.s.specular.VBO;
2958             }
2959             GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
2960                                                    sd->u.s.specular.dwStride,
2961                                                    sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
2962             vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
2963             glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2964             vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
2965         } else {
2966
2967         /* Missing specular color is not critical, no warnings */
2968         VTRACE(("Specular colour is not supported in this GL implementation\n"));
2969         }
2970
2971     } else {
2972         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2973
2974             glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2975             checkGLcall("glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
2976             GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
2977             checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
2978         } else {
2979
2980             /* Missing specular color is not critical, no warnings */
2981             VTRACE(("Specular colour is not supported in this GL implementation\n"));
2982         }
2983     }
2984
2985     /* Texture coords -------------------------------------------*/
2986
2987     for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
2988         /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
2989         /* Abort if we don't support the extension. */
2990         if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
2991             FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2992             continue;
2993         }
2994
2995         if (stateblock->textures[textureNo] != NULL) {
2996             int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
2997
2998             mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
2999             /* The gl texture unit will never be -1 for a bound texture */
3000             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3001             checkGLcall("glClientActiveTextureARB");
3002
3003             if (coordIdx >= MAX_TEXTURES) {
3004                 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
3005                 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3006                 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3007
3008             } else if (sd->u.s.texCoords[coordIdx].lpData == NULL && sd->u.s.texCoords[coordIdx].VBO == 0) {
3009                 VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
3010                 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3011                 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3012
3013             } else {
3014                 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3015                       textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
3016                 if(curVBO != sd->u.s.texCoords[coordIdx].VBO) {
3017                     GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
3018                     checkGLcall("glBindBufferARB");
3019                     curVBO = sd->u.s.texCoords[coordIdx].VBO;
3020                 }
3021                 /* The coords to supply depend completely on the fvf / vertex shader */
3022                 glTexCoordPointer(
3023                     WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
3024                     WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
3025                     sd->u.s.texCoords[coordIdx].dwStride,
3026                     sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
3027                 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3028             }
3029         } else if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3030             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo));
3031             glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3032             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3033         }
3034     }
3035     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3036         /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3037         for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3038             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo));
3039             glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3040             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3041         }
3042     }
3043 }
3044
3045 static inline void drawPrimitiveTraceDataLocations(
3046     WineDirect3DVertexStridedData *dataLocations) {
3047
3048     /* Dump out what parts we have supplied */
3049     TRACE("Strided Data:\n");
3050     TRACE_STRIDED((dataLocations), position);
3051     TRACE_STRIDED((dataLocations), blendWeights);
3052     TRACE_STRIDED((dataLocations), blendMatrixIndices);
3053     TRACE_STRIDED((dataLocations), normal);
3054     TRACE_STRIDED((dataLocations), pSize);
3055     TRACE_STRIDED((dataLocations), diffuse);
3056     TRACE_STRIDED((dataLocations), specular);
3057     TRACE_STRIDED((dataLocations), texCoords[0]);
3058     TRACE_STRIDED((dataLocations), texCoords[1]);
3059     TRACE_STRIDED((dataLocations), texCoords[2]);
3060     TRACE_STRIDED((dataLocations), texCoords[3]);
3061     TRACE_STRIDED((dataLocations), texCoords[4]);
3062     TRACE_STRIDED((dataLocations), texCoords[5]);
3063     TRACE_STRIDED((dataLocations), texCoords[6]);
3064     TRACE_STRIDED((dataLocations), texCoords[7]);
3065     TRACE_STRIDED((dataLocations), position2);
3066     TRACE_STRIDED((dataLocations), normal2);
3067     TRACE_STRIDED((dataLocations), tangent);
3068     TRACE_STRIDED((dataLocations), binormal);
3069     TRACE_STRIDED((dataLocations), tessFactor);
3070     TRACE_STRIDED((dataLocations), fog);
3071     TRACE_STRIDED((dataLocations), depth);
3072     TRACE_STRIDED((dataLocations), sample);
3073
3074     return;
3075 }
3076
3077 /* Helper for vertexdeclaration() */
3078 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3079     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3080     BOOL fixup = FALSE;
3081     WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3082
3083     if(device->up_strided) {
3084         /* Note: this is a ddraw fixed-function code path */
3085         TRACE("================ Strided Input ===================\n");
3086         memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3087
3088         if(TRACE_ON(d3d)) {
3089             drawPrimitiveTraceDataLocations(dataLocations);
3090         }
3091     } else if (stateblock->vertexDecl) {
3092         /* Note: This is a fixed function or shader codepath.
3093          * This means it must handle both types of strided data.
3094          * Shaders must go through here to zero the strided data, even if they
3095          * don't set any declaration at all
3096          */
3097         TRACE("================ Vertex Declaration  ===================\n");
3098         memset(dataLocations, 0, sizeof(*dataLocations));
3099         primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3100                 useVertexShaderFunction, dataLocations, &fixup);
3101     } else {
3102         /* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
3103          * It is reachable through d3d8, but only for fixed-function.
3104          * It will not work properly for shaders.
3105          */
3106         TRACE("================ FVF ===================\n");
3107         memset(dataLocations, 0, sizeof(*dataLocations));
3108         primitiveConvertToStridedData((IWineD3DDevice *) device, dataLocations, &fixup);
3109         if(TRACE_ON(d3d)) {
3110             drawPrimitiveTraceDataLocations(dataLocations);
3111         }
3112      }
3113
3114     if (dataLocations->u.s.position_transformed) {
3115         useVertexShaderFunction = FALSE;
3116     }
3117
3118     /* Unload the old arrays before loading the new ones to get old junk out */
3119     if(context->numberedArraysLoaded) {
3120         unloadNumberedArrays(stateblock);
3121         context->numberedArraysLoaded = FALSE;
3122     }
3123     if(context->namedArraysLoaded) {
3124         unloadVertexData(stateblock);
3125         context->namedArraysLoaded = FALSE;
3126     }
3127
3128     if(useVertexShaderFunction) {
3129         TRACE("Loading numbered arrays\n");
3130         loadNumberedArrays(stateblock, dataLocations);
3131         device->useDrawStridedSlow = FALSE;
3132         context->numberedArraysLoaded = TRUE;
3133     } else if (fixup ||
3134                (dataLocations->u.s.pSize.lpData == NULL &&
3135                 dataLocations->u.s.diffuse.lpData == NULL &&
3136                 dataLocations->u.s.specular.lpData == NULL)) {
3137         /* Load the vertex data using named arrays */
3138         TRACE("Loading vertex data\n");
3139         loadVertexData(stateblock, dataLocations);
3140         device->useDrawStridedSlow = FALSE;
3141         context->namedArraysLoaded = TRUE;
3142     } else {
3143         TRACE("Not loading vertex data\n");
3144         device->useDrawStridedSlow = TRUE;
3145     }
3146
3147 /* Generate some fixme's if unsupported functionality is being used */
3148 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3149     /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3150     if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3151         FIXME("Tweening is only valid with vertex shaders\n");
3152     }
3153     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3154         FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3155     }
3156     if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3157         FIXME("Extended attributes are only valid with vertex shaders\n");
3158     }
3159 #undef BUFFER_OR_DATA
3160 }
3161
3162 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3163     BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3164     BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3165             && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3166     BOOL transformed;
3167     /* Some stuff is in the device until we have per context tracking */
3168     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3169     BOOL wasrhw = context->last_was_rhw;
3170
3171     /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3172      * here simply check whether a shader was set, or the user disabled shaders
3173      */
3174     if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3175        ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3176         useVertexShaderFunction = TRUE;
3177
3178         if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3179             updateFog = TRUE;
3180         }
3181     } else if(context->last_was_foggy_shader) {
3182         updateFog = TRUE;
3183     }
3184
3185     handleStreams(stateblock, useVertexShaderFunction, context);
3186
3187     transformed = device->strided_streams.u.s.position_transformed;
3188     if (transformed) useVertexShaderFunction = FALSE;
3189
3190     if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3191         updateFog = TRUE;
3192     }
3193
3194     /* Reapply lighting if it is not scheduled for reapplication already */
3195     if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3196         state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3197     }
3198
3199     if (transformed) {
3200         context->last_was_rhw = TRUE;
3201     } else {
3202
3203         /* Untransformed, so relies on the view and projection matrices */
3204         context->last_was_rhw = FALSE;
3205         /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3206         device->untransformed = TRUE;
3207
3208         /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3209          * Not needed as long as only hw shaders are supported
3210          */
3211
3212         /* This sets the shader output position correction constants.
3213          * TODO: Move to the viewport state
3214          */
3215         if (useVertexShaderFunction) {
3216             device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3217         }
3218     }
3219
3220     /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3221      * off this function will be called again anyway to make sure they're properly set
3222      */
3223     if(!useVertexShaderFunction) {
3224         /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3225          * or transformed / untransformed was switched
3226          */
3227        if(wasrhw != context->last_was_rhw &&
3228           !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3229           !isStateDirty(context, STATE_VIEWPORT)) {
3230             transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3231         }
3232         /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3233          * mode.
3234          *
3235          * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3236          * this check will fail and the matrix not applied again. This is OK because a simple
3237          * world matrix change reapplies the matrix - These checks here are only to satisfy the
3238          * needs of the vertex declaration.
3239          *
3240          * World and view matrix go into the same gl matrix, so only apply them when neither is
3241          * dirty
3242          */
3243         if(transformed != wasrhw &&
3244            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3245            !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3246             transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3247         }
3248
3249         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3250             state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3251         }
3252
3253         if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3254             state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3255         }
3256     } else {
3257         /* We compile the shader here because we need the vertex declaration
3258          * in order to determine if we need to do any swizzling for D3DCOLOR
3259          * registers. If the shader is already compiled this call will do nothing. */
3260         IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3261
3262         if(!context->last_was_vshader) {
3263             int i;
3264             static BOOL warned = FALSE;
3265             /* Disable all clip planes to get defined results on all drivers. See comment in the
3266              * state_clipping state handler
3267              */
3268             for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3269                 glDisable(GL_CLIP_PLANE0 + i);
3270                 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3271             }
3272
3273             if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3274                 FIXME("Clipping not supported with vertex shaders\n");
3275                 warned = TRUE;
3276             }
3277         }
3278     }
3279
3280     /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3281      * application
3282      */
3283     if (!isStateDirty(context, STATE_PIXELSHADER)) {
3284         device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3285
3286         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3287             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3288         }
3289     }
3290
3291     context->last_was_vshader = useVertexShaderFunction;
3292
3293     if(updateFog) {
3294         state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3295     }
3296 }
3297
3298 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3299     glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3300     checkGLcall("glDepthRange");
3301     /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3302      */
3303     if(stateblock->wineD3DDevice->render_offscreen) {
3304         glViewport(stateblock->viewport.X,
3305                    stateblock->viewport.Y,
3306                    stateblock->viewport.Width, stateblock->viewport.Height);
3307     } else {
3308         glViewport(stateblock->viewport.X,
3309                    (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3310                    stateblock->viewport.Width, stateblock->viewport.Height);
3311     }
3312
3313     checkGLcall("glViewport");
3314
3315     stateblock->wineD3DDevice->posFixup[2] = 0.9 / stateblock->viewport.Width;
3316     stateblock->wineD3DDevice->posFixup[3] = -0.9 / stateblock->viewport.Height;
3317     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3318         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3319     }
3320
3321 }
3322
3323 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3324     UINT Index = state - STATE_ACTIVELIGHT(0);
3325     PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3326
3327     if(!lightInfo) {
3328         glDisable(GL_LIGHT0 + Index);
3329         checkGLcall("glDisable(GL_LIGHT0 + Index)");
3330     } else {
3331         float quad_att;
3332         float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3333
3334         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3335         glMatrixMode(GL_MODELVIEW);
3336         glPushMatrix();
3337         glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3338
3339         /* Diffuse: */
3340         colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3341         colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3342         colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3343         colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3344         glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3345         checkGLcall("glLightfv");
3346
3347         /* Specular */
3348         colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3349         colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3350         colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3351         colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3352         glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3353         checkGLcall("glLightfv");
3354
3355         /* Ambient */
3356         colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3357         colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3358         colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3359         colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3360         glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3361         checkGLcall("glLightfv");
3362
3363         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3364             quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3365         } else {
3366             quad_att = 0; /*  0 or  MAX?  (0 seems to be ok) */
3367         }
3368
3369         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3370          * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3371          * Attenuation0 to NaN and crashes in the gl lib
3372          */
3373
3374         switch (lightInfo->OriginalParms.Type) {
3375             case WINED3DLIGHT_POINT:
3376                 /* Position */
3377                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3378                 checkGLcall("glLightfv");
3379                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3380                 checkGLcall("glLightf");
3381                 /* Attenuation - Are these right? guessing... */
3382                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
3383                 checkGLcall("glLightf");
3384                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
3385                 checkGLcall("glLightf");
3386                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3387                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3388                 checkGLcall("glLightf");
3389                 /* FIXME: Range */
3390                 break;
3391
3392             case WINED3DLIGHT_SPOT:
3393                 /* Position */
3394                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3395                 checkGLcall("glLightfv");
3396                 /* Direction */
3397                 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3398                 checkGLcall("glLightfv");
3399                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3400                 checkGLcall("glLightf");
3401                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3402                 checkGLcall("glLightf");
3403                 /* Attenuation - Are these right? guessing... */
3404                 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
3405                 checkGLcall("glLightf");
3406                 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
3407                 checkGLcall("glLightf");
3408                 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3409                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3410                 checkGLcall("glLightf");
3411                 /* FIXME: Range */
3412                 break;
3413
3414             case WINED3DLIGHT_DIRECTIONAL:
3415                 /* Direction */
3416                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3417                 checkGLcall("glLightfv");
3418                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3419                 checkGLcall("glLightf");
3420                 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3421                 checkGLcall("glLightf");
3422                 break;
3423
3424             default:
3425                 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3426         }
3427
3428         /* Restore the modelview matrix */
3429         glPopMatrix();
3430
3431         glEnable(GL_LIGHT0 + Index);
3432         checkGLcall("glEnable(GL_LIGHT0 + Index)");
3433     }
3434
3435     return;
3436 }
3437
3438 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3439     IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3440     RECT *pRect = &stateblock->scissorRect;
3441     RECT windowRect;
3442     UINT winHeight;
3443
3444     GetClientRect(swapchain->win_handle, &windowRect);
3445     /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3446      * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3447      */
3448     winHeight = windowRect.bottom - windowRect.top;
3449     TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3450           pRect->right - pRect->left, pRect->bottom - pRect->top);
3451     glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3452     checkGLcall("glScissor");
3453 }
3454
3455 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3456     if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3457         if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3458             GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3459         } else {
3460             IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3461             GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3462         }
3463     }
3464 }
3465
3466 const struct StateEntry StateTable[] =
3467 {
3468       /* State name                                         representative,                                     apply function */
3469     { /* 0,  Undefined                              */      0,                                                  state_undefined     },
3470     { /* 1,  WINED3DRS_TEXTUREHANDLE                */      0 /* Handled in ddraw */,                           state_undefined     },
3471     { /* 2,  WINED3DRS_ANTIALIAS                    */      STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     },
3472     { /* 3,  WINED3DRS_TEXTUREADDRESS               */      0 /* Handled in ddraw */,                           state_undefined     },
3473     { /* 4,  WINED3DRS_TEXTUREPERSPECTIVE           */      STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   },
3474     { /* 5,  WINED3DRS_WRAPU                        */      STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         },
3475     { /* 6,  WINED3DRS_WRAPV                        */      STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         },
3476     { /* 7,  WINED3DRS_ZENABLE                      */      STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       },
3477     { /* 8,  WINED3DRS_FILLMODE                     */      STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      },
3478     { /* 9,  WINED3DRS_SHADEMODE                    */      STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     },
3479     { /* 10, WINED3DRS_LINEPATTERN                  */      STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   },
3480     { /* 11, WINED3DRS_MONOENABLE                   */      STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    },
3481     { /* 12, WINED3DRS_ROP2                         */      STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          },
3482     { /* 13, WINED3DRS_PLANEMASK                    */      STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     },
3483     { /* 14, WINED3DRS_ZWRITEENABLE                 */      STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   },
3484     { /* 15, WINED3DRS_ALPHATESTENABLE              */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3485     { /* 16, WINED3DRS_LASTPIXEL                    */      STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     },
3486     { /* 17, WINED3DRS_TEXTUREMAG                   */      0 /* Handled in ddraw */,                           state_undefined     },
3487     { /* 18, WINED3DRS_TEXTUREMIN                   */      0 /* Handled in ddraw */,                           state_undefined     },
3488     { /* 19, WINED3DRS_SRCBLEND                     */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3489     { /* 20, WINED3DRS_DESTBLEND                    */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3490     { /* 21, WINED3DRS_TEXTUREMAPBLEND              */      0 /* Handled in ddraw */,                           state_undefined     },
3491     { /* 22, WINED3DRS_CULLMODE                     */      STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      },
3492     { /* 23, WINED3DRS_ZFUNC                        */      STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         },
3493     { /* 24, WINED3DRS_ALPHAREF                     */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3494     { /* 25, WINED3DRS_ALPHAFUNC                    */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3495     { /* 26, WINED3DRS_DITHERENABLE                 */      STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  },
3496     { /* 27, WINED3DRS_ALPHABLENDENABLE             */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3497     { /* 28, WINED3DRS_FOGENABLE                    */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3498     { /* 29, WINED3DRS_SPECULARENABLE               */      STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable},
3499     { /* 30, WINED3DRS_ZVISIBLE                     */      0 /* Not supported according to the msdn */,        state_nogl          },
3500     { /* 31, WINED3DRS_SUBPIXEL                     */      STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      },
3501     { /* 32, WINED3DRS_SUBPIXELX                    */      STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     },
3502     { /* 33, WINED3DRS_STIPPLEDALPHA                */      STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha },
3503     { /* 34, WINED3DRS_FOGCOLOR                     */      STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      },
3504     { /* 35, WINED3DRS_FOGTABLEMODE                 */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3505     { /* 36, WINED3DRS_FOGSTART                     */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3506     { /* 37, WINED3DRS_FOGEND                       */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3507     { /* 38, WINED3DRS_FOGDENSITY                   */      STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    },
3508     { /* 39, WINED3DRS_STIPPLEENABLE                */      STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable },
3509     { /* 40, WINED3DRS_EDGEANTIALIAS                */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3510     { /* 41, WINED3DRS_COLORKEYENABLE               */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3511     { /* 42, undefined                              */      0,                                                  state_undefined     },
3512     { /* 43, WINED3DRS_BORDERCOLOR                  */      STATE_RENDER(WINED3DRS_BORDERCOLOR),                state_bordercolor   },
3513     { /* 44, WINED3DRS_TEXTUREADDRESSU              */      0, /* Handled in ddraw */                           state_undefined     },
3514     { /* 45, WINED3DRS_TEXTUREADDRESSV              */      0, /* Handled in ddraw */                           state_undefined     },
3515     { /* 46, WINED3DRS_MIPMAPLODBIAS                */      STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias },
3516     { /* 47, WINED3DRS_ZBIAS                        */      STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         },
3517     { /* 48, WINED3DRS_RANGEFOGENABLE               */      0,                                                  state_nogl          },
3518     { /* 49, WINED3DRS_ANISOTROPY                   */      STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    },
3519     { /* 50, WINED3DRS_FLUSHBATCH                   */      STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    },
3520     { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT   */      STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3521     { /* 52, WINED3DRS_STENCILENABLE                */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3522     { /* 53, WINED3DRS_STENCILFAIL                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3523     { /* 54, WINED3DRS_STENCILZFAIL                 */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3524     { /* 55, WINED3DRS_STENCILPASS                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3525     { /* 56, WINED3DRS_STENCILFUNC                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3526     { /* 57, WINED3DRS_STENCILREF                   */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3527     { /* 58, WINED3DRS_STENCILMASK                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3528     { /* 59, WINED3DRS_STENCILWRITEMASK             */      STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  },
3529     { /* 60, WINED3DRS_TEXTUREFACTOR                */      STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     },
3530     { /* 61, Undefined                              */      0,                                                  state_undefined     },
3531     { /* 62, Undefined                              */      0,                                                  state_undefined     },
3532     { /* 63, Undefined                              */      0,                                                  state_undefined     },
3533     { /* 64, WINED3DRS_STIPPLEPATTERN00             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3534     { /* 65, WINED3DRS_STIPPLEPATTERN01             */      0 /* Obsolete, should he handled by ddraw */,       state_undefined     },
3535     { /* 66, WINED3DRS_STIPPLEPATTERN02             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3536     { /* 67, WINED3DRS_STIPPLEPATTERN03             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3537     { /* 68, WINED3DRS_STIPPLEPATTERN04             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3538     { /* 69, WINED3DRS_STIPPLEPATTERN05             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3539     { /* 70, WINED3DRS_STIPPLEPATTERN06             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3540     { /* 71, WINED3DRS_STIPPLEPATTERN07             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3541     { /* 72, WINED3DRS_STIPPLEPATTERN08             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3542     { /* 73, WINED3DRS_STIPPLEPATTERN09             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3543     { /* 74, WINED3DRS_STIPPLEPATTERN10             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3544     { /* 75, WINED3DRS_STIPPLEPATTERN11             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3545     { /* 76, WINED3DRS_STIPPLEPATTERN12             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3546     { /* 77, WINED3DRS_STIPPLEPATTERN13             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3547     { /* 78, WINED3DRS_STIPPLEPATTERN14             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3548     { /* 79, WINED3DRS_STIPPLEPATTERN15             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3549     { /* 80, WINED3DRS_STIPPLEPATTERN16             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3550     { /* 81, WINED3DRS_STIPPLEPATTERN17             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3551     { /* 82, WINED3DRS_STIPPLEPATTERN18             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3552     { /* 83, WINED3DRS_STIPPLEPATTERN19             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3553     { /* 84, WINED3DRS_STIPPLEPATTERN20             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3554     { /* 85, WINED3DRS_STIPPLEPATTERN21             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3555     { /* 86, WINED3DRS_STIPPLEPATTERN22             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3556     { /* 87, WINED3DRS_STIPPLEPATTERN23             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3557     { /* 88, WINED3DRS_STIPPLEPATTERN24             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3558     { /* 89, WINED3DRS_STIPPLEPATTERN25             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3559     { /* 90, WINED3DRS_STIPPLEPATTERN26             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3560     { /* 91, WINED3DRS_STIPPLEPATTERN27             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3561     { /* 92, WINED3DRS_STIPPLEPATTERN28             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3562     { /* 93, WINED3DRS_STIPPLEPATTERN29             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3563     { /* 94, WINED3DRS_STIPPLEPATTERN30             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3564     { /* 95, WINED3DRS_STIPPLEPATTERN31             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3565     { /* 96, Undefined                              */      0,                                                  state_undefined     },
3566     { /* 97, Undefined                              */      0,                                                  state_undefined     },
3567     { /* 98, Undefined                              */      0,                                                  state_undefined     },
3568     { /* 99, Undefined                              */      0,                                                  state_undefined     },
3569     { /*100, Undefined                              */      0,                                                  state_undefined     },
3570     { /*101, Undefined                              */      0,                                                  state_undefined     },
3571     { /*102, Undefined                              */      0,                                                  state_undefined     },
3572     { /*103, Undefined                              */      0,                                                  state_undefined     },
3573     { /*104, Undefined                              */      0,                                                  state_undefined     },
3574     { /*105, Undefined                              */      0,                                                  state_undefined     },
3575     { /*106, Undefined                              */      0,                                                  state_undefined     },
3576     { /*107, Undefined                              */      0,                                                  state_undefined     },
3577     { /*108, Undefined                              */      0,                                                  state_undefined     },
3578     { /*109, Undefined                              */      0,                                                  state_undefined     },
3579     { /*110, Undefined                              */      0,                                                  state_undefined     },
3580     { /*111, Undefined                              */      0,                                                  state_undefined     },
3581     { /*112, Undefined                              */      0,                                                  state_undefined     },
3582     { /*113, Undefined                              */      0,                                                  state_undefined     },
3583     { /*114, Undefined                              */      0,                                                  state_undefined     },
3584     { /*115, Undefined                              */      0,                                                  state_undefined     },
3585     { /*116, Undefined                              */      0,                                                  state_undefined     },
3586     { /*117, Undefined                              */      0,                                                  state_undefined     },
3587     { /*118, Undefined                              */      0,                                                  state_undefined     },
3588     { /*119, Undefined                              */      0,                                                  state_undefined     },
3589     { /*120, Undefined                              */      0,                                                  state_undefined     },
3590     { /*121, Undefined                              */      0,                                                  state_undefined     },
3591     { /*122, Undefined                              */      0,                                                  state_undefined     },
3592     { /*123, Undefined                              */      0,                                                  state_undefined     },
3593     { /*124, Undefined                              */      0,                                                  state_undefined     },
3594     { /*125, Undefined                              */      0,                                                  state_undefined     },
3595     { /*126, Undefined                              */      0,                                                  state_undefined     },
3596     { /*127, Undefined                              */      0,                                                  state_undefined     },
3597     /* Big hole ends */
3598     { /*128, WINED3DRS_WRAP0                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3599     { /*129, WINED3DRS_WRAP1                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3600     { /*130, WINED3DRS_WRAP2                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3601     { /*131, WINED3DRS_WRAP3                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3602     { /*132, WINED3DRS_WRAP4                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3603     { /*133, WINED3DRS_WRAP5                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3604     { /*134, WINED3DRS_WRAP6                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3605     { /*135, WINED3DRS_WRAP7                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3606     { /*136, WINED3DRS_CLIPPING                     */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
3607     { /*137, WINED3DRS_LIGHTING                     */      STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      },
3608     { /*138, WINED3DRS_EXTENTS                      */      STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       },
3609     { /*139, WINED3DRS_AMBIENT                      */      STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       },
3610     { /*140, WINED3DRS_FOGVERTEXMODE                */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3611     { /*141, WINED3DRS_COLORVERTEX                  */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3612     { /*142, WINED3DRS_LOCALVIEWER                  */      STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   },
3613     { /*143, WINED3DRS_NORMALIZENORMALS             */      STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     },
3614     { /*144, WINED3DRS_COLORKEYBLENDENABLE          */      STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     },
3615     { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3616     { /*146, WINED3DRS_SPECULARMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3617     { /*147, WINED3DRS_AMBIENTMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3618     { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3619     { /*149, Undefined                              */      0,                                                  state_undefined     },
3620     { /*150, Undefined                              */      0,                                                  state_undefined     },
3621     { /*151, WINED3DRS_VERTEXBLEND                  */      STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend   },
3622     { /*152, WINED3DRS_CLIPPLANEENABLE              */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
3623     { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING     */      0,                                                  state_nogl          },
3624     { /*154, WINED3DRS_POINTSIZE                    */      STATE_RENDER(WINED3DRS_POINTSIZE),                  state_psize         },
3625     { /*155, WINED3DRS_POINTSIZE_MIN                */      STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin      },
3626     { /*156, WINED3DRS_POINTSPRITEENABLE            */      STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite   },
3627     { /*157, WINED3DRS_POINTSCALEENABLE             */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3628     { /*158, WINED3DRS_POINTSCALE_A                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3629     { /*159, WINED3DRS_POINTSCALE_B                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3630     { /*160, WINED3DRS_POINTSCALE_C                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3631     { /*161, WINED3DRS_MULTISAMPLEANTIALIAS         */      STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_multisampleaa },
3632     { /*162, WINED3DRS_MULTISAMPLEMASK              */      STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask },
3633     { /*163, WINED3DRS_PATCHEDGESTYLE               */      STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle},
3634     { /*164, WINED3DRS_PATCHSEGMENTS                */      STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments },
3635     { /*165, WINED3DRS_DEBUGMONITORTOKEN            */      STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN),          state_nogl          },
3636     { /*166, WINED3DRS_POINTSIZE_MAX                */      STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              state_psizemax      },
3637     { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE     */      0,                                                  state_nogl          },
3638     { /*168, WINED3DRS_COLORWRITEENABLE             */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3639     { /*169, Undefined                              */      0,                                                  state_undefined     },
3640     { /*170, WINED3DRS_TWEENFACTOR                  */      0,                                                  state_nogl          },
3641     { /*171, WINED3DRS_BLENDOP                      */      STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop       },
3642     { /*172, WINED3DRS_POSITIONDEGREE               */      STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree},
3643     { /*173, WINED3DRS_NORMALDEGREE                 */      STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  },
3644       /*172, WINED3DRS_POSITIONORDER                */      /* Value assigned to 2 state names */
3645       /*173, WINED3DRS_NORMALORDER                  */      /* Value assigned to 2 state names */
3646     { /*174, WINED3DRS_SCISSORTESTENABLE            */      STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       },
3647     { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS          */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
3648     { /*176, WINED3DRS_ANTIALIASEDLINEENABLE        */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3649     { /*177, undefined                              */      0,                                                  state_undefined     },
3650     { /*178, WINED3DRS_MINTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3651     { /*179, WINED3DRS_MAXTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3652     { /*180, WINED3DRS_ADAPTIVETESS_X               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3653     { /*181, WINED3DRS_ADAPTIVETESS_Y               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3654     { /*182, WINED3DRS_ADAPTIVETESS_Z               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3655     { /*183, WINED3DRS_ADAPTIVETESS_W               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3656     { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION   */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
3657     { /*185, WINED3DRS_TWOSIDEDSTENCILMODE          */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3658     { /*186, WINED3DRS_CCW_STENCILFAIL              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3659     { /*187, WINED3DRS_CCW_STENCILZFAIL             */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3660     { /*188, WINED3DRS_CCW_STENCILPASS              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3661     { /*189, WINED3DRS_CCW_STENCILFUNC              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3662     { /*190, WINED3DRS_COLORWRITEENABLE1            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3663     { /*191, WINED3DRS_COLORWRITEENABLE2            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3664     { /*192, WINED3DRS_COLORWRITEENABLE3            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3665     { /*193, WINED3DRS_BLENDFACTOR                  */      STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor   },
3666     { /*194, WINED3DRS_SRGBWRITEENABLE              */      STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            state_srgbwrite     },
3667     { /*195, WINED3DRS_DEPTHBIAS                    */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
3668     { /*196, undefined                              */      0,                                                  state_undefined     },
3669     { /*197, undefined                              */      0,                                                  state_undefined     },
3670     { /*198, WINED3DRS_WRAP8                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3671     { /*199, WINED3DRS_WRAP9                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3672     { /*200, WINED3DRS_WRAP10                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3673     { /*201, WINED3DRS_WRAP11                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3674     { /*202, WINED3DRS_WRAP12                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3675     { /*203, WINED3DRS_WRAP13                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3676     { /*204, WINED3DRS_WRAP14                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3677     { /*205, WINED3DRS_WRAP15                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3678     { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE     */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_seperateblend },
3679     { /*207, WINED3DRS_SRCBLENDALPHA                */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_seperateblend },
3680     { /*208, WINED3DRS_DESTBLENDALPHA               */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_seperateblend },
3681     { /*209, WINED3DRS_BLENDOPALPHA                 */      STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   state_seperateblend },
3682     /* Texture stage states */
3683     { /*0, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3684     { /*0, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3685     { /*0, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3686     { /*0, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3687     { /*0, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3688     { /*0, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3689     { /*0, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3690     { /*0, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3691     { /*0, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3692     { /*0, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3693     { /*0, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3694     { /*0, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3695     { /*0, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3696     { /*0, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3697     { /*0, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3698     { /*0, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3699     { /*0, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3700     { /*0, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3701     { /*0, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3702     { /*0, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3703     { /*0, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3704     { /*0, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3705     { /*0, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3706     { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
3707     { /*0, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3708     { /*0, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
3709     { /*0, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3710     { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        tex_resultarg       },
3711     { /*0, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3712     { /*0, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3713     { /*0, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3714     { /*0, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3715
3716     { /*1, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3717     { /*1, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3718     { /*1, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3719     { /*1, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3720     { /*1, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3721     { /*1, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3722     { /*1, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3723     { /*1, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3724     { /*1, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3725     { /*1, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3726     { /*1, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3727     { /*1, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3728     { /*1, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3729     { /*1, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3730     { /*1, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3731     { /*1, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3732     { /*1, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3733     { /*1, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3734     { /*1, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3735     { /*1, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3736     { /*1, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3737     { /*1, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3738     { /*1, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3739     { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
3740     { /*1, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3741     { /*1, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
3742     { /*1, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3743     { /*1, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        tex_resultarg       },
3744     { /*1, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3745     { /*1, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3746     { /*1, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3747     { /*1, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3748
3749     { /*2, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3750     { /*2, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3751     { /*2, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3752     { /*2, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3753     { /*2, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3754     { /*2, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3755     { /*2, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3756     { /*2, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3757     { /*2, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3758     { /*2, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3759     { /*2, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3760     { /*2, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3761     { /*2, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3762     { /*2, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3763     { /*2, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3764     { /*2, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3765     { /*2, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3766     { /*2, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3767     { /*2, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3768     { /*2, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3769     { /*2, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3770     { /*2, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3771     { /*2, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3772     { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
3773     { /*2, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3774     { /*2, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
3775     { /*2, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3776     { /*2, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        tex_resultarg       },
3777     { /*2, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3778     { /*2, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3779     { /*2, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3780     { /*2, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3781
3782     { /*3, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3783     { /*3, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3784     { /*3, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3785     { /*3, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3786     { /*3, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3787     { /*3, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3788     { /*3, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3789     { /*3, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3790     { /*3, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3791     { /*3, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3792     { /*3, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3793     { /*3, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3794     { /*3, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3795     { /*3, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3796     { /*3, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3797     { /*3, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3798     { /*3, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3799     { /*3, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3800     { /*3, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3801     { /*3, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3802     { /*3, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3803     { /*3, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3804     { /*3, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3805     { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
3806     { /*3, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3807     { /*3, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
3808     { /*3, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3809     { /*3, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        tex_resultarg       },
3810     { /*3, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3811     { /*3, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3812     { /*3, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3813     { /*3, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3814
3815     { /*4, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3816     { /*4, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3817     { /*4, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3818     { /*4, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3819     { /*4, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3820     { /*4, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3821     { /*4, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3822     { /*4, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3823     { /*4, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3824     { /*4, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3825     { /*4, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3826     { /*4, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3827     { /*4, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3828     { /*4, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3829     { /*4, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3830     { /*4, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3831     { /*4, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3832     { /*4, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3833     { /*4, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3834     { /*4, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3835     { /*4, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3836     { /*4, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3837     { /*4, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3838     { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
3839     { /*4, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3840     { /*4, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
3841     { /*4, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3842     { /*4, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        tex_resultarg       },
3843     { /*4, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3844     { /*4, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3845     { /*4, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3846     { /*4, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3847
3848     { /*5, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3849     { /*5, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3850     { /*5, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3851     { /*5, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3852     { /*5, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3853     { /*5, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3854     { /*5, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3855     { /*5, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3856     { /*5, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3857     { /*5, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3858     { /*5, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3859     { /*5, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3860     { /*5, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3861     { /*5, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3862     { /*5, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3863     { /*5, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3864     { /*5, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3865     { /*5, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3866     { /*5, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3867     { /*5, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3868     { /*5, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3869     { /*5, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3870     { /*5, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3871     { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
3872     { /*5, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3873     { /*5, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
3874     { /*5, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3875     { /*5, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        tex_resultarg       },
3876     { /*5, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3877     { /*5, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3878     { /*5, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3879     { /*5, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3880
3881     { /*6, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3882     { /*6, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3883     { /*6, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3884     { /*6, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3885     { /*6, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3886     { /*6, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3887     { /*6, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3888     { /*6, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3889     { /*6, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3890     { /*6, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3891     { /*6, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3892     { /*6, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3893     { /*6, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3894     { /*6, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3895     { /*6, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3896     { /*6, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3897     { /*6, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3898     { /*6, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3899     { /*6, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3900     { /*6, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3901     { /*6, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3902     { /*6, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3903     { /*6, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3904     { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
3905     { /*6, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3906     { /*6, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
3907     { /*6, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3908     { /*6, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        tex_resultarg       },
3909     { /*6, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3910     { /*6, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3911     { /*6, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3912     { /*6, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3913
3914     { /*7, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3915     { /*7, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3916     { /*7, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3917     { /*7, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3918     { /*7, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3919     { /*7, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3920     { /*7, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3921     { /*7, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3922     { /*7, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3923     { /*7, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
3924     { /*7, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
3925     { /*7, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3926     { /*7, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3927     { /*7, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3928     { /*7, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3929     { /*7, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3930     { /*7, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3931     { /*7, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3932     { /*7, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3933     { /*7, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3934     { /*7, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3935     { /*7, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
3936     { /*7, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
3937     { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
3938     { /*7, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3939     { /*7, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
3940     { /*7, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
3941     { /*7, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        tex_resultarg       },
3942     { /*7, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3943     { /*7, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3944     { /*7, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
3945     { /*7, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
3946     /* Sampler states */
3947     { /* 0, Sampler 0                               */      STATE_SAMPLER(0),                                   sampler             },
3948     { /* 1, Sampler 1                               */      STATE_SAMPLER(1),                                   sampler             },
3949     { /* 2, Sampler 2                               */      STATE_SAMPLER(2),                                   sampler             },
3950     { /* 3, Sampler 3                               */      STATE_SAMPLER(3),                                   sampler             },
3951     { /* 4, Sampler 3                               */      STATE_SAMPLER(4),                                   sampler             },
3952     { /* 5, Sampler 5                               */      STATE_SAMPLER(5),                                   sampler             },
3953     { /* 6, Sampler 6                               */      STATE_SAMPLER(6),                                   sampler             },
3954     { /* 7, Sampler 7                               */      STATE_SAMPLER(7),                                   sampler             },
3955     { /* 8, Sampler 8                               */      STATE_SAMPLER(8),                                   sampler             },
3956     { /* 9, Sampler 9                               */      STATE_SAMPLER(9),                                   sampler             },
3957     { /*10, Sampler 10                              */      STATE_SAMPLER(10),                                  sampler             },
3958     { /*11, Sampler 11                              */      STATE_SAMPLER(11),                                  sampler             },
3959     { /*12, Sampler 12                              */      STATE_SAMPLER(12),                                  sampler             },
3960     { /*13, Sampler 13                              */      STATE_SAMPLER(13),                                  sampler             },
3961     { /*14, Sampler 14                              */      STATE_SAMPLER(14),                                  sampler             },
3962     { /*15, Sampler 15                              */      STATE_SAMPLER(15),                                  sampler             },
3963     /* Pixel shader */
3964     { /*  , Pixel Shader                            */      STATE_PIXELSHADER,                                  pixelshader         },
3965       /* Transform states follow                    */
3966     { /*  1, undefined                              */      0,                                                  state_undefined     },
3967     { /*  2, WINED3DTS_VIEW                         */      STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      },
3968     { /*  3, WINED3DTS_PROJECTION                   */      STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection},
3969     { /*  4, undefined                              */      0,                                                  state_undefined     },
3970     { /*  5, undefined                              */      0,                                                  state_undefined     },
3971     { /*  6, undefined                              */      0,                                                  state_undefined     },
3972     { /*  7, undefined                              */      0,                                                  state_undefined     },
3973     { /*  8, undefined                              */      0,                                                  state_undefined     },
3974     { /*  9, undefined                              */      0,                                                  state_undefined     },
3975     { /* 10, undefined                              */      0,                                                  state_undefined     },
3976     { /* 11, undefined                              */      0,                                                  state_undefined     },
3977     { /* 12, undefined                              */      0,                                                  state_undefined     },
3978     { /* 13, undefined                              */      0,                                                  state_undefined     },
3979     { /* 14, undefined                              */      0,                                                  state_undefined     },
3980     { /* 15, undefined                              */      0,                                                  state_undefined     },
3981     { /* 16, WINED3DTS_TEXTURE0                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
3982     { /* 17, WINED3DTS_TEXTURE1                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
3983     { /* 18, WINED3DTS_TEXTURE2                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
3984     { /* 19, WINED3DTS_TEXTURE3                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
3985     { /* 20, WINED3DTS_TEXTURE4                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
3986     { /* 21, WINED3DTS_TEXTURE5                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
3987     { /* 22, WINED3DTS_TEXTURE6                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
3988     { /* 23, WINED3DTS_TEXTURE7                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
3989       /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
3990     { /* 24, undefined                              */      0,                                                  state_undefined     },
3991     { /* 25, undefined                              */      0,                                                  state_undefined     },
3992     { /* 26, undefined                              */      0,                                                  state_undefined     },
3993     { /* 27, undefined                              */      0,                                                  state_undefined     },
3994     { /* 28, undefined                              */      0,                                                  state_undefined     },
3995     { /* 29, undefined                              */      0,                                                  state_undefined     },
3996     { /* 30, undefined                              */      0,                                                  state_undefined     },
3997     { /* 31, undefined                              */      0,                                                  state_undefined     },
3998     { /* 32, undefined                              */      0,                                                  state_undefined     },
3999     { /* 33, undefined                              */      0,                                                  state_undefined     },
4000     { /* 34, undefined                              */      0,                                                  state_undefined     },
4001     { /* 35, undefined                              */      0,                                                  state_undefined     },
4002     { /* 36, undefined                              */      0,                                                  state_undefined     },
4003     { /* 37, undefined                              */      0,                                                  state_undefined     },
4004     { /* 38, undefined                              */      0,                                                  state_undefined     },
4005     { /* 39, undefined                              */      0,                                                  state_undefined     },
4006     { /* 40, undefined                              */      0,                                                  state_undefined     },
4007     { /* 41, undefined                              */      0,                                                  state_undefined     },
4008     { /* 42, undefined                              */      0,                                                  state_undefined     },
4009     { /* 43, undefined                              */      0,                                                  state_undefined     },
4010     { /* 44, undefined                              */      0,                                                  state_undefined     },
4011     { /* 45, undefined                              */      0,                                                  state_undefined     },
4012     { /* 46, undefined                              */      0,                                                  state_undefined     },
4013     { /* 47, undefined                              */      0,                                                  state_undefined     },
4014     { /* 48, undefined                              */      0,                                                  state_undefined     },
4015     { /* 49, undefined                              */      0,                                                  state_undefined     },
4016     { /* 50, undefined                              */      0,                                                  state_undefined     },
4017     { /* 51, undefined                              */      0,                                                  state_undefined     },
4018     { /* 52, undefined                              */      0,                                                  state_undefined     },
4019     { /* 53, undefined                              */      0,                                                  state_undefined     },
4020     { /* 54, undefined                              */      0,                                                  state_undefined     },
4021     { /* 55, undefined                              */      0,                                                  state_undefined     },
4022     { /* 56, undefined                              */      0,                                                  state_undefined     },
4023     { /* 57, undefined                              */      0,                                                  state_undefined     },
4024     { /* 58, undefined                              */      0,                                                  state_undefined     },
4025     { /* 59, undefined                              */      0,                                                  state_undefined     },
4026     { /* 60, undefined                              */      0,                                                  state_undefined     },
4027     { /* 61, undefined                              */      0,                                                  state_undefined     },
4028     { /* 62, undefined                              */      0,                                                  state_undefined     },
4029     { /* 63, undefined                              */      0,                                                  state_undefined     },
4030     { /* 64, undefined                              */      0,                                                  state_undefined     },
4031     { /* 65, undefined                              */      0,                                                  state_undefined     },
4032     { /* 66, undefined                              */      0,                                                  state_undefined     },
4033     { /* 67, undefined                              */      0,                                                  state_undefined     },
4034     { /* 68, undefined                              */      0,                                                  state_undefined     },
4035     { /* 69, undefined                              */      0,                                                  state_undefined     },
4036     { /* 70, undefined                              */      0,                                                  state_undefined     },
4037     { /* 71, undefined                              */      0,                                                  state_undefined     },
4038     { /* 72, undefined                              */      0,                                                  state_undefined     },
4039     { /* 73, undefined                              */      0,                                                  state_undefined     },
4040     { /* 74, undefined                              */      0,                                                  state_undefined     },
4041     { /* 75, undefined                              */      0,                                                  state_undefined     },
4042     { /* 76, undefined                              */      0,                                                  state_undefined     },
4043     { /* 77, undefined                              */      0,                                                  state_undefined     },
4044     { /* 78, undefined                              */      0,                                                  state_undefined     },
4045     { /* 79, undefined                              */      0,                                                  state_undefined     },
4046     { /* 80, undefined                              */      0,                                                  state_undefined     },
4047     { /* 81, undefined                              */      0,                                                  state_undefined     },
4048     { /* 82, undefined                              */      0,                                                  state_undefined     },
4049     { /* 83, undefined                              */      0,                                                  state_undefined     },
4050     { /* 84, undefined                              */      0,                                                  state_undefined     },
4051     { /* 85, undefined                              */      0,                                                  state_undefined     },
4052     { /* 86, undefined                              */      0,                                                  state_undefined     },
4053     { /* 87, undefined                              */      0,                                                  state_undefined     },
4054     { /* 88, undefined                              */      0,                                                  state_undefined     },
4055     { /* 89, undefined                              */      0,                                                  state_undefined     },
4056     { /* 90, undefined                              */      0,                                                  state_undefined     },
4057     { /* 91, undefined                              */      0,                                                  state_undefined     },
4058     { /* 92, undefined                              */      0,                                                  state_undefined     },
4059     { /* 93, undefined                              */      0,                                                  state_undefined     },
4060     { /* 94, undefined                              */      0,                                                  state_undefined     },
4061     { /* 95, undefined                              */      0,                                                  state_undefined     },
4062     { /* 96, undefined                              */      0,                                                  state_undefined     },
4063     { /* 97, undefined                              */      0,                                                  state_undefined     },
4064     { /* 98, undefined                              */      0,                                                  state_undefined     },
4065     { /* 99, undefined                              */      0,                                                  state_undefined     },
4066     { /*100, undefined                              */      0,                                                  state_undefined     },
4067     { /*101, undefined                              */      0,                                                  state_undefined     },
4068     { /*102, undefined                              */      0,                                                  state_undefined     },
4069     { /*103, undefined                              */      0,                                                  state_undefined     },
4070     { /*104, undefined                              */      0,                                                  state_undefined     },
4071     { /*105, undefined                              */      0,                                                  state_undefined     },
4072     { /*106, undefined                              */      0,                                                  state_undefined     },
4073     { /*107, undefined                              */      0,                                                  state_undefined     },
4074     { /*108, undefined                              */      0,                                                  state_undefined     },
4075     { /*109, undefined                              */      0,                                                  state_undefined     },
4076     { /*110, undefined                              */      0,                                                  state_undefined     },
4077     { /*111, undefined                              */      0,                                                  state_undefined     },
4078     { /*112, undefined                              */      0,                                                  state_undefined     },
4079     { /*113, undefined                              */      0,                                                  state_undefined     },
4080     { /*114, undefined                              */      0,                                                  state_undefined     },
4081     { /*115, undefined                              */      0,                                                  state_undefined     },
4082     { /*116, undefined                              */      0,                                                  state_undefined     },
4083     { /*117, undefined                              */      0,                                                  state_undefined     },
4084     { /*118, undefined                              */      0,                                                  state_undefined     },
4085     { /*119, undefined                              */      0,                                                  state_undefined     },
4086     { /*120, undefined                              */      0,                                                  state_undefined     },
4087     { /*121, undefined                              */      0,                                                  state_undefined     },
4088     { /*122, undefined                              */      0,                                                  state_undefined     },
4089     { /*123, undefined                              */      0,                                                  state_undefined     },
4090     { /*124, undefined                              */      0,                                                  state_undefined     },
4091     { /*125, undefined                              */      0,                                                  state_undefined     },
4092     { /*126, undefined                              */      0,                                                  state_undefined     },
4093     { /*127, undefined                              */      0,                                                  state_undefined     },
4094     { /*128, undefined                              */      0,                                                  state_undefined     },
4095     { /*129, undefined                              */      0,                                                  state_undefined     },
4096     { /*130, undefined                              */      0,                                                  state_undefined     },
4097     { /*131, undefined                              */      0,                                                  state_undefined     },
4098     { /*132, undefined                              */      0,                                                  state_undefined     },
4099     { /*133, undefined                              */      0,                                                  state_undefined     },
4100     { /*134, undefined                              */      0,                                                  state_undefined     },
4101     { /*135, undefined                              */      0,                                                  state_undefined     },
4102     { /*136, undefined                              */      0,                                                  state_undefined     },
4103     { /*137, undefined                              */      0,                                                  state_undefined     },
4104     { /*138, undefined                              */      0,                                                  state_undefined     },
4105     { /*139, undefined                              */      0,                                                  state_undefined     },
4106     { /*140, undefined                              */      0,                                                  state_undefined     },
4107     { /*141, undefined                              */      0,                                                  state_undefined     },
4108     { /*142, undefined                              */      0,                                                  state_undefined     },
4109     { /*143, undefined                              */      0,                                                  state_undefined     },
4110     { /*144, undefined                              */      0,                                                  state_undefined     },
4111     { /*145, undefined                              */      0,                                                  state_undefined     },
4112     { /*146, undefined                              */      0,                                                  state_undefined     },
4113     { /*147, undefined                              */      0,                                                  state_undefined     },
4114     { /*148, undefined                              */      0,                                                  state_undefined     },
4115     { /*149, undefined                              */      0,                                                  state_undefined     },
4116     { /*150, undefined                              */      0,                                                  state_undefined     },
4117     { /*151, undefined                              */      0,                                                  state_undefined     },
4118     { /*152, undefined                              */      0,                                                  state_undefined     },
4119     { /*153, undefined                              */      0,                                                  state_undefined     },
4120     { /*154, undefined                              */      0,                                                  state_undefined     },
4121     { /*155, undefined                              */      0,                                                  state_undefined     },
4122     { /*156, undefined                              */      0,                                                  state_undefined     },
4123     { /*157, undefined                              */      0,                                                  state_undefined     },
4124     { /*158, undefined                              */      0,                                                  state_undefined     },
4125     { /*159, undefined                              */      0,                                                  state_undefined     },
4126     { /*160, undefined                              */      0,                                                  state_undefined     },
4127     { /*161, undefined                              */      0,                                                  state_undefined     },
4128     { /*162, undefined                              */      0,                                                  state_undefined     },
4129     { /*163, undefined                              */      0,                                                  state_undefined     },
4130     { /*164, undefined                              */      0,                                                  state_undefined     },
4131     { /*165, undefined                              */      0,                                                  state_undefined     },
4132     { /*166, undefined                              */      0,                                                  state_undefined     },
4133     { /*167, undefined                              */      0,                                                  state_undefined     },
4134     { /*168, undefined                              */      0,                                                  state_undefined     },
4135     { /*169, undefined                              */      0,                                                  state_undefined     },
4136     { /*170, undefined                              */      0,                                                  state_undefined     },
4137     { /*171, undefined                              */      0,                                                  state_undefined     },
4138     { /*172, undefined                              */      0,                                                  state_undefined     },
4139     { /*173, undefined                              */      0,                                                  state_undefined     },
4140     { /*174, undefined                              */      0,                                                  state_undefined     },
4141     { /*175, undefined                              */      0,                                                  state_undefined     },
4142     { /*176, undefined                              */      0,                                                  state_undefined     },
4143     { /*177, undefined                              */      0,                                                  state_undefined     },
4144     { /*178, undefined                              */      0,                                                  state_undefined     },
4145     { /*179, undefined                              */      0,                                                  state_undefined     },
4146     { /*180, undefined                              */      0,                                                  state_undefined     },
4147     { /*181, undefined                              */      0,                                                  state_undefined     },
4148     { /*182, undefined                              */      0,                                                  state_undefined     },
4149     { /*183, undefined                              */      0,                                                  state_undefined     },
4150     { /*184, undefined                              */      0,                                                  state_undefined     },
4151     { /*185, undefined                              */      0,                                                  state_undefined     },
4152     { /*186, undefined                              */      0,                                                  state_undefined     },
4153     { /*187, undefined                              */      0,                                                  state_undefined     },
4154     { /*188, undefined                              */      0,                                                  state_undefined     },
4155     { /*189, undefined                              */      0,                                                  state_undefined     },
4156     { /*190, undefined                              */      0,                                                  state_undefined     },
4157     { /*191, undefined                              */      0,                                                  state_undefined     },
4158     { /*192, undefined                              */      0,                                                  state_undefined     },
4159     { /*193, undefined                              */      0,                                                  state_undefined     },
4160     { /*194, undefined                              */      0,                                                  state_undefined     },
4161     { /*195, undefined                              */      0,                                                  state_undefined     },
4162     { /*196, undefined                              */      0,                                                  state_undefined     },
4163     { /*197, undefined                              */      0,                                                  state_undefined     },
4164     { /*198, undefined                              */      0,                                                  state_undefined     },
4165     { /*199, undefined                              */      0,                                                  state_undefined     },
4166     { /*200, undefined                              */      0,                                                  state_undefined     },
4167     { /*201, undefined                              */      0,                                                  state_undefined     },
4168     { /*202, undefined                              */      0,                                                  state_undefined     },
4169     { /*203, undefined                              */      0,                                                  state_undefined     },
4170     { /*204, undefined                              */      0,                                                  state_undefined     },
4171     { /*205, undefined                              */      0,                                                  state_undefined     },
4172     { /*206, undefined                              */      0,                                                  state_undefined     },
4173     { /*207, undefined                              */      0,                                                  state_undefined     },
4174     { /*208, undefined                              */      0,                                                  state_undefined     },
4175     { /*209, undefined                              */      0,                                                  state_undefined     },
4176     { /*210, undefined                              */      0,                                                  state_undefined     },
4177     { /*211, undefined                              */      0,                                                  state_undefined     },
4178     { /*212, undefined                              */      0,                                                  state_undefined     },
4179     { /*213, undefined                              */      0,                                                  state_undefined     },
4180     { /*214, undefined                              */      0,                                                  state_undefined     },
4181     { /*215, undefined                              */      0,                                                  state_undefined     },
4182     { /*216, undefined                              */      0,                                                  state_undefined     },
4183     { /*217, undefined                              */      0,                                                  state_undefined     },
4184     { /*218, undefined                              */      0,                                                  state_undefined     },
4185     { /*219, undefined                              */      0,                                                  state_undefined     },
4186     { /*220, undefined                              */      0,                                                  state_undefined     },
4187     { /*221, undefined                              */      0,                                                  state_undefined     },
4188     { /*222, undefined                              */      0,                                                  state_undefined     },
4189     { /*223, undefined                              */      0,                                                  state_undefined     },
4190     { /*224, undefined                              */      0,                                                  state_undefined     },
4191     { /*225, undefined                              */      0,                                                  state_undefined     },
4192     { /*226, undefined                              */      0,                                                  state_undefined     },
4193     { /*227, undefined                              */      0,                                                  state_undefined     },
4194     { /*228, undefined                              */      0,                                                  state_undefined     },
4195     { /*229, undefined                              */      0,                                                  state_undefined     },
4196     { /*230, undefined                              */      0,                                                  state_undefined     },
4197     { /*231, undefined                              */      0,                                                  state_undefined     },
4198     { /*232, undefined                              */      0,                                                  state_undefined     },
4199     { /*233, undefined                              */      0,                                                  state_undefined     },
4200     { /*234, undefined                              */      0,                                                  state_undefined     },
4201     { /*235, undefined                              */      0,                                                  state_undefined     },
4202     { /*236, undefined                              */      0,                                                  state_undefined     },
4203     { /*237, undefined                              */      0,                                                  state_undefined     },
4204     { /*238, undefined                              */      0,                                                  state_undefined     },
4205     { /*239, undefined                              */      0,                                                  state_undefined     },
4206     { /*240, undefined                              */      0,                                                  state_undefined     },
4207     { /*241, undefined                              */      0,                                                  state_undefined     },
4208     { /*242, undefined                              */      0,                                                  state_undefined     },
4209     { /*243, undefined                              */      0,                                                  state_undefined     },
4210     { /*244, undefined                              */      0,                                                  state_undefined     },
4211     { /*245, undefined                              */      0,                                                  state_undefined     },
4212     { /*246, undefined                              */      0,                                                  state_undefined     },
4213     { /*247, undefined                              */      0,                                                  state_undefined     },
4214     { /*248, undefined                              */      0,                                                  state_undefined     },
4215     { /*249, undefined                              */      0,                                                  state_undefined     },
4216     { /*250, undefined                              */      0,                                                  state_undefined     },
4217     { /*251, undefined                              */      0,                                                  state_undefined     },
4218     { /*252, undefined                              */      0,                                                  state_undefined     },
4219     { /*253, undefined                              */      0,                                                  state_undefined     },
4220     { /*254, undefined                              */      0,                                                  state_undefined     },
4221     { /*255, undefined                              */      0,                                                  state_undefined     },
4222       /* End huge gap */
4223     { /*256, WINED3DTS_WORLDMATRIX(0)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)),          transform_world     },
4224     { /*257, WINED3DTS_WORLDMATRIX(1)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)),          transform_worldex   },
4225     { /*258, WINED3DTS_WORLDMATRIX(2)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)),          transform_worldex   },
4226     { /*259, WINED3DTS_WORLDMATRIX(3)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)),          transform_worldex   },
4227     { /*260, WINED3DTS_WORLDMATRIX(4)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)),          transform_worldex   },
4228     { /*261, WINED3DTS_WORLDMATRIX(5)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)),          transform_worldex   },
4229     { /*262, WINED3DTS_WORLDMATRIX(6)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)),          transform_worldex   },
4230     { /*263, WINED3DTS_WORLDMATRIX(7)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)),          transform_worldex   },
4231     { /*264, WINED3DTS_WORLDMATRIX(8)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)),          transform_worldex   },
4232     { /*265, WINED3DTS_WORLDMATRIX(9)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)),          transform_worldex   },
4233     { /*266, WINED3DTS_WORLDMATRIX(10)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)),         transform_worldex   },
4234     { /*267, WINED3DTS_WORLDMATRIX(11)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)),         transform_worldex   },
4235     { /*268, WINED3DTS_WORLDMATRIX(12)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)),         transform_worldex   },
4236     { /*269, WINED3DTS_WORLDMATRIX(13)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)),         transform_worldex   },
4237     { /*270, WINED3DTS_WORLDMATRIX(14)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)),         transform_worldex   },
4238     { /*271, WINED3DTS_WORLDMATRIX(15)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)),         transform_worldex   },
4239     { /*272, WINED3DTS_WORLDMATRIX(16)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)),         transform_worldex   },
4240     { /*273, WINED3DTS_WORLDMATRIX(17)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)),         transform_worldex   },
4241     { /*274, WINED3DTS_WORLDMATRIX(18)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)),         transform_worldex   },
4242     { /*275, WINED3DTS_WORLDMATRIX(19)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)),         transform_worldex   },
4243     { /*276, WINED3DTS_WORLDMATRIX(20)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)),         transform_worldex   },
4244     { /*277, WINED3DTS_WORLDMATRIX(21)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)),         transform_worldex   },
4245     { /*278, WINED3DTS_WORLDMATRIX(22)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)),         transform_worldex   },
4246     { /*279, WINED3DTS_WORLDMATRIX(23)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)),         transform_worldex   },
4247     { /*280, WINED3DTS_WORLDMATRIX(24)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)),         transform_worldex   },
4248     { /*281, WINED3DTS_WORLDMATRIX(25)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)),         transform_worldex   },
4249     { /*282, WINED3DTS_WORLDMATRIX(26)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)),         transform_worldex   },
4250     { /*283, WINED3DTS_WORLDMATRIX(27)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)),         transform_worldex   },
4251     { /*284, WINED3DTS_WORLDMATRIX(28)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)),         transform_worldex   },
4252     { /*285, WINED3DTS_WORLDMATRIX(29)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)),         transform_worldex   },
4253     { /*286, WINED3DTS_WORLDMATRIX(30)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)),         transform_worldex   },
4254     { /*287, WINED3DTS_WORLDMATRIX(31)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)),         transform_worldex   },
4255     { /*288, WINED3DTS_WORLDMATRIX(32)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)),         transform_worldex   },
4256     { /*289, WINED3DTS_WORLDMATRIX(33)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)),         transform_worldex   },
4257     { /*290, WINED3DTS_WORLDMATRIX(34)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)),         transform_worldex   },
4258     { /*291, WINED3DTS_WORLDMATRIX(35)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)),         transform_worldex   },
4259     { /*292, WINED3DTS_WORLDMATRIX(36)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)),         transform_worldex   },
4260     { /*293, WINED3DTS_WORLDMATRIX(37)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)),         transform_worldex   },
4261     { /*294, WINED3DTS_WORLDMATRIX(38)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)),         transform_worldex   },
4262     { /*295, WINED3DTS_WORLDMATRIX(39)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)),         transform_worldex   },
4263     { /*296, WINED3DTS_WORLDMATRIX(40)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)),         transform_worldex   },
4264     { /*297, WINED3DTS_WORLDMATRIX(41)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)),         transform_worldex   },
4265     { /*298, WINED3DTS_WORLDMATRIX(42)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)),         transform_worldex   },
4266     { /*299, WINED3DTS_WORLDMATRIX(43)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)),         transform_worldex   },
4267     { /*300, WINED3DTS_WORLDMATRIX(44)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)),         transform_worldex   },
4268     { /*301, WINED3DTS_WORLDMATRIX(45)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)),         transform_worldex   },
4269     { /*302, WINED3DTS_WORLDMATRIX(46)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)),         transform_worldex   },
4270     { /*303, WINED3DTS_WORLDMATRIX(47)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)),         transform_worldex   },
4271     { /*304, WINED3DTS_WORLDMATRIX(48)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)),         transform_worldex   },
4272     { /*305, WINED3DTS_WORLDMATRIX(49)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)),         transform_worldex   },
4273     { /*306, WINED3DTS_WORLDMATRIX(50)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)),         transform_worldex   },
4274     { /*307, WINED3DTS_WORLDMATRIX(51)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)),         transform_worldex   },
4275     { /*308, WINED3DTS_WORLDMATRIX(52)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)),         transform_worldex   },
4276     { /*309, WINED3DTS_WORLDMATRIX(53)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)),         transform_worldex   },
4277     { /*310, WINED3DTS_WORLDMATRIX(54)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)),         transform_worldex   },
4278     { /*311, WINED3DTS_WORLDMATRIX(55)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)),         transform_worldex   },
4279     { /*312, WINED3DTS_WORLDMATRIX(56)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)),         transform_worldex   },
4280     { /*313, WINED3DTS_WORLDMATRIX(57)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)),         transform_worldex   },
4281     { /*314, WINED3DTS_WORLDMATRIX(58)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)),         transform_worldex   },
4282     { /*315, WINED3DTS_WORLDMATRIX(59)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)),         transform_worldex   },
4283     { /*316, WINED3DTS_WORLDMATRIX(60)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)),         transform_worldex   },
4284     { /*317, WINED3DTS_WORLDMATRIX(61)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)),         transform_worldex   },
4285     { /*318, WINED3DTS_WORLDMATRIX(62)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)),         transform_worldex   },
4286     { /*319, WINED3DTS_WORLDMATRIX(63)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)),         transform_worldex   },
4287     { /*320, WINED3DTS_WORLDMATRIX(64)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)),         transform_worldex   },
4288     { /*321, WINED3DTS_WORLDMATRIX(65)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)),         transform_worldex   },
4289     { /*322, WINED3DTS_WORLDMATRIX(66)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)),         transform_worldex   },
4290     { /*323, WINED3DTS_WORLDMATRIX(67)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)),         transform_worldex   },
4291     { /*324, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)),         transform_worldex   },
4292     { /*325, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)),         transform_worldex   },
4293     { /*326, WINED3DTS_WORLDMATRIX(70)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)),         transform_worldex   },
4294     { /*327, WINED3DTS_WORLDMATRIX(71)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)),         transform_worldex   },
4295     { /*328, WINED3DTS_WORLDMATRIX(72)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)),         transform_worldex   },
4296     { /*329, WINED3DTS_WORLDMATRIX(73)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)),         transform_worldex   },
4297     { /*330, WINED3DTS_WORLDMATRIX(74)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)),         transform_worldex   },
4298     { /*331, WINED3DTS_WORLDMATRIX(75)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)),         transform_worldex   },
4299     { /*332, WINED3DTS_WORLDMATRIX(76)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)),         transform_worldex   },
4300     { /*333, WINED3DTS_WORLDMATRIX(77)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)),         transform_worldex   },
4301     { /*334, WINED3DTS_WORLDMATRIX(78)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)),         transform_worldex   },
4302     { /*335, WINED3DTS_WORLDMATRIX(79)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)),         transform_worldex   },
4303     { /*336, WINED3DTS_WORLDMATRIX(80)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)),         transform_worldex   },
4304     { /*337, WINED3DTS_WORLDMATRIX(81)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)),         transform_worldex   },
4305     { /*338, WINED3DTS_WORLDMATRIX(82)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)),         transform_worldex   },
4306     { /*339, WINED3DTS_WORLDMATRIX(83)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)),         transform_worldex   },
4307     { /*340, WINED3DTS_WORLDMATRIX(84)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)),         transform_worldex   },
4308     { /*341, WINED3DTS_WORLDMATRIX(85)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)),         transform_worldex   },
4309     { /*341, WINED3DTS_WORLDMATRIX(86)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)),         transform_worldex   },
4310     { /*343, WINED3DTS_WORLDMATRIX(87)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)),         transform_worldex   },
4311     { /*344, WINED3DTS_WORLDMATRIX(88)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)),         transform_worldex   },
4312     { /*345, WINED3DTS_WORLDMATRIX(89)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)),         transform_worldex   },
4313     { /*346, WINED3DTS_WORLDMATRIX(90)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)),         transform_worldex   },
4314     { /*347, WINED3DTS_WORLDMATRIX(91)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)),         transform_worldex   },
4315     { /*348, WINED3DTS_WORLDMATRIX(92)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)),         transform_worldex   },
4316     { /*349, WINED3DTS_WORLDMATRIX(93)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)),         transform_worldex   },
4317     { /*350, WINED3DTS_WORLDMATRIX(94)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)),         transform_worldex   },
4318     { /*351, WINED3DTS_WORLDMATRIX(95)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)),         transform_worldex   },
4319     { /*352, WINED3DTS_WORLDMATRIX(96)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)),         transform_worldex   },
4320     { /*353, WINED3DTS_WORLDMATRIX(97)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)),         transform_worldex   },
4321     { /*354, WINED3DTS_WORLDMATRIX(98)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)),         transform_worldex   },
4322     { /*355, WINED3DTS_WORLDMATRIX(99)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)),         transform_worldex   },
4323     { /*356, WINED3DTS_WORLDMATRIX(100)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   },
4324     { /*357, WINED3DTS_WORLDMATRIX(101)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   },
4325     { /*358, WINED3DTS_WORLDMATRIX(102)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   },
4326     { /*359, WINED3DTS_WORLDMATRIX(103)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   },
4327     { /*360, WINED3DTS_WORLDMATRIX(104)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   },
4328     { /*361, WINED3DTS_WORLDMATRIX(105)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   },
4329     { /*362, WINED3DTS_WORLDMATRIX(106)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   },
4330     { /*363, WINED3DTS_WORLDMATRIX(107)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   },
4331     { /*364, WINED3DTS_WORLDMATRIX(108)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   },
4332     { /*365, WINED3DTS_WORLDMATRIX(109)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   },
4333     { /*366, WINED3DTS_WORLDMATRIX(110)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   },
4334     { /*367, WINED3DTS_WORLDMATRIX(111)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   },
4335     { /*368, WINED3DTS_WORLDMATRIX(112)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   },
4336     { /*369, WINED3DTS_WORLDMATRIX(113)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   },
4337     { /*370, WINED3DTS_WORLDMATRIX(114)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   },
4338     { /*371, WINED3DTS_WORLDMATRIX(115)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   },
4339     { /*372, WINED3DTS_WORLDMATRIX(116)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   },
4340     { /*373, WINED3DTS_WORLDMATRIX(117)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   },
4341     { /*374, WINED3DTS_WORLDMATRIX(118)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   },
4342     { /*375, WINED3DTS_WORLDMATRIX(119)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   },
4343     { /*376, WINED3DTS_WORLDMATRIX(120)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   },
4344     { /*377, WINED3DTS_WORLDMATRIX(121)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   },
4345     { /*378, WINED3DTS_WORLDMATRIX(122)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   },
4346     { /*379, WINED3DTS_WORLDMATRIX(123)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   },
4347     { /*380, WINED3DTS_WORLDMATRIX(124)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   },
4348     { /*381, WINED3DTS_WORLDMATRIX(125)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   },
4349     { /*382, WINED3DTS_WORLDMATRIX(126)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   },
4350     { /*383, WINED3DTS_WORLDMATRIX(127)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   },
4351     { /*384, WINED3DTS_WORLDMATRIX(128)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   },
4352     { /*385, WINED3DTS_WORLDMATRIX(129)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   },
4353     { /*386, WINED3DTS_WORLDMATRIX(130)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   },
4354     { /*387, WINED3DTS_WORLDMATRIX(131)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   },
4355     { /*388, WINED3DTS_WORLDMATRIX(132)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   },
4356     { /*389, WINED3DTS_WORLDMATRIX(133)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   },
4357     { /*390, WINED3DTS_WORLDMATRIX(134)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   },
4358     { /*391, WINED3DTS_WORLDMATRIX(135)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   },
4359     { /*392, WINED3DTS_WORLDMATRIX(136)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   },
4360     { /*393, WINED3DTS_WORLDMATRIX(137)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   },
4361     { /*394, WINED3DTS_WORLDMATRIX(138)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   },
4362     { /*395, WINED3DTS_WORLDMATRIX(139)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   },
4363     { /*396, WINED3DTS_WORLDMATRIX(140)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   },
4364     { /*397, WINED3DTS_WORLDMATRIX(141)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   },
4365     { /*398, WINED3DTS_WORLDMATRIX(142)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   },
4366     { /*399, WINED3DTS_WORLDMATRIX(143)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   },
4367     { /*400, WINED3DTS_WORLDMATRIX(144)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   },
4368     { /*401, WINED3DTS_WORLDMATRIX(145)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   },
4369     { /*402, WINED3DTS_WORLDMATRIX(146)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   },
4370     { /*403, WINED3DTS_WORLDMATRIX(147)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   },
4371     { /*404, WINED3DTS_WORLDMATRIX(148)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   },
4372     { /*405, WINED3DTS_WORLDMATRIX(149)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   },
4373     { /*406, WINED3DTS_WORLDMATRIX(150)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   },
4374     { /*407, WINED3DTS_WORLDMATRIX(151)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   },
4375     { /*408, WINED3DTS_WORLDMATRIX(152)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   },
4376     { /*409, WINED3DTS_WORLDMATRIX(153)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   },
4377     { /*410, WINED3DTS_WORLDMATRIX(154)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   },
4378     { /*411, WINED3DTS_WORLDMATRIX(155)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   },
4379     { /*412, WINED3DTS_WORLDMATRIX(156)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   },
4380     { /*413, WINED3DTS_WORLDMATRIX(157)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   },
4381     { /*414, WINED3DTS_WORLDMATRIX(158)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   },
4382     { /*415, WINED3DTS_WORLDMATRIX(159)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   },
4383     { /*416, WINED3DTS_WORLDMATRIX(160)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   },
4384     { /*417, WINED3DTS_WORLDMATRIX(161)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   },
4385     { /*418, WINED3DTS_WORLDMATRIX(162)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   },
4386     { /*419, WINED3DTS_WORLDMATRIX(163)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   },
4387     { /*420, WINED3DTS_WORLDMATRIX(164)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   },
4388     { /*421, WINED3DTS_WORLDMATRIX(165)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   },
4389     { /*422, WINED3DTS_WORLDMATRIX(166)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   },
4390     { /*423, WINED3DTS_WORLDMATRIX(167)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   },
4391     { /*424, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   },
4392     { /*425, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   },
4393     { /*426, WINED3DTS_WORLDMATRIX(170)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   },
4394     { /*427, WINED3DTS_WORLDMATRIX(171)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   },
4395     { /*428, WINED3DTS_WORLDMATRIX(172)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   },
4396     { /*429, WINED3DTS_WORLDMATRIX(173)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   },
4397     { /*430, WINED3DTS_WORLDMATRIX(174)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   },
4398     { /*431, WINED3DTS_WORLDMATRIX(175)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   },
4399     { /*432, WINED3DTS_WORLDMATRIX(176)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   },
4400     { /*433, WINED3DTS_WORLDMATRIX(177)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   },
4401     { /*434, WINED3DTS_WORLDMATRIX(178)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   },
4402     { /*435, WINED3DTS_WORLDMATRIX(179)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   },
4403     { /*436, WINED3DTS_WORLDMATRIX(180)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   },
4404     { /*437, WINED3DTS_WORLDMATRIX(181)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   },
4405     { /*438, WINED3DTS_WORLDMATRIX(182)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   },
4406     { /*439, WINED3DTS_WORLDMATRIX(183)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   },
4407     { /*440, WINED3DTS_WORLDMATRIX(184)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   },
4408     { /*441, WINED3DTS_WORLDMATRIX(185)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   },
4409     { /*441, WINED3DTS_WORLDMATRIX(186)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   },
4410     { /*443, WINED3DTS_WORLDMATRIX(187)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   },
4411     { /*444, WINED3DTS_WORLDMATRIX(188)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   },
4412     { /*445, WINED3DTS_WORLDMATRIX(189)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   },
4413     { /*446, WINED3DTS_WORLDMATRIX(190)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   },
4414     { /*447, WINED3DTS_WORLDMATRIX(191)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   },
4415     { /*448, WINED3DTS_WORLDMATRIX(192)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   },
4416     { /*449, WINED3DTS_WORLDMATRIX(193)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   },
4417     { /*450, WINED3DTS_WORLDMATRIX(194)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   },
4418     { /*451, WINED3DTS_WORLDMATRIX(195)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   },
4419     { /*452, WINED3DTS_WORLDMATRIX(196)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   },
4420     { /*453, WINED3DTS_WORLDMATRIX(197)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   },
4421     { /*454, WINED3DTS_WORLDMATRIX(198)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   },
4422     { /*455, WINED3DTS_WORLDMATRIX(199)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   },
4423     { /*356, WINED3DTS_WORLDMATRIX(200)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   },
4424     { /*457, WINED3DTS_WORLDMATRIX(201)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   },
4425     { /*458, WINED3DTS_WORLDMATRIX(202)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   },
4426     { /*459, WINED3DTS_WORLDMATRIX(203)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   },
4427     { /*460, WINED3DTS_WORLDMATRIX(204)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   },
4428     { /*461, WINED3DTS_WORLDMATRIX(205)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   },
4429     { /*462, WINED3DTS_WORLDMATRIX(206)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   },
4430     { /*463, WINED3DTS_WORLDMATRIX(207)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   },
4431     { /*464, WINED3DTS_WORLDMATRIX(208)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   },
4432     { /*465, WINED3DTS_WORLDMATRIX(209)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   },
4433     { /*466, WINED3DTS_WORLDMATRIX(210)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   },
4434     { /*467, WINED3DTS_WORLDMATRIX(211)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   },
4435     { /*468, WINED3DTS_WORLDMATRIX(212)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   },
4436     { /*469, WINED3DTS_WORLDMATRIX(213)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   },
4437     { /*470, WINED3DTS_WORLDMATRIX(214)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   },
4438     { /*471, WINED3DTS_WORLDMATRIX(215)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   },
4439     { /*472, WINED3DTS_WORLDMATRIX(216)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   },
4440     { /*473, WINED3DTS_WORLDMATRIX(217)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   },
4441     { /*474, WINED3DTS_WORLDMATRIX(218)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   },
4442     { /*475, WINED3DTS_WORLDMATRIX(219)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   },
4443     { /*476, WINED3DTS_WORLDMATRIX(220)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   },
4444     { /*477, WINED3DTS_WORLDMATRIX(221)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   },
4445     { /*478, WINED3DTS_WORLDMATRIX(222)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   },
4446     { /*479, WINED3DTS_WORLDMATRIX(223)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   },
4447     { /*480, WINED3DTS_WORLDMATRIX(224)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   },
4448     { /*481, WINED3DTS_WORLDMATRIX(225)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   },
4449     { /*482, WINED3DTS_WORLDMATRIX(226)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   },
4450     { /*483, WINED3DTS_WORLDMATRIX(227)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   },
4451     { /*484, WINED3DTS_WORLDMATRIX(228)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   },
4452     { /*485, WINED3DTS_WORLDMATRIX(229)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   },
4453     { /*486, WINED3DTS_WORLDMATRIX(230)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   },
4454     { /*487, WINED3DTS_WORLDMATRIX(231)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   },
4455     { /*488, WINED3DTS_WORLDMATRIX(232)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   },
4456     { /*489, WINED3DTS_WORLDMATRIX(233)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   },
4457     { /*490, WINED3DTS_WORLDMATRIX(234)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   },
4458     { /*491, WINED3DTS_WORLDMATRIX(235)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   },
4459     { /*492, WINED3DTS_WORLDMATRIX(236)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   },
4460     { /*493, WINED3DTS_WORLDMATRIX(237)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   },
4461     { /*494, WINED3DTS_WORLDMATRIX(238)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   },
4462     { /*495, WINED3DTS_WORLDMATRIX(239)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   },
4463     { /*496, WINED3DTS_WORLDMATRIX(240)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   },
4464     { /*497, WINED3DTS_WORLDMATRIX(241)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   },
4465     { /*498, WINED3DTS_WORLDMATRIX(242)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   },
4466     { /*499, WINED3DTS_WORLDMATRIX(243)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   },
4467     { /*500, WINED3DTS_WORLDMATRIX(244)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   },
4468     { /*501, WINED3DTS_WORLDMATRIX(245)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   },
4469     { /*502, WINED3DTS_WORLDMATRIX(246)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   },
4470     { /*503, WINED3DTS_WORLDMATRIX(247)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   },
4471     { /*504, WINED3DTS_WORLDMATRIX(248)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   },
4472     { /*505, WINED3DTS_WORLDMATRIX(249)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   },
4473     { /*506, WINED3DTS_WORLDMATRIX(250)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   },
4474     { /*507, WINED3DTS_WORLDMATRIX(251)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   },
4475     { /*508, WINED3DTS_WORLDMATRIX(252)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   },
4476     { /*509, WINED3DTS_WORLDMATRIX(253)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   },
4477     { /*510, WINED3DTS_WORLDMATRIX(254)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   },
4478     { /*511, WINED3DTS_WORLDMATRIX(255)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   },
4479       /* Various Vertex states follow */
4480     { /*   , STATE_STREAMSRC                        */      STATE_VDECL,                                        vertexdeclaration   },
4481     { /*   , STATE_INDEXBUFFER                      */      STATE_INDEXBUFFER,                                  indexbuffer         },
4482     { /*   , STATE_VDECL                            */      STATE_VDECL,                                        vertexdeclaration   },
4483     { /*   , STATE_VSHADER                          */      STATE_VDECL,                                        vertexdeclaration   },
4484     { /*   , STATE_VIEWPORT                         */      STATE_VIEWPORT,                                     viewport            },
4485     { /*   , STATE_VERTEXSHADERCONSTANT             */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
4486     { /*   , STATE_PIXELSHADERCONSTANT              */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
4487       /* Lights */
4488     { /*   , STATE_ACTIVELIGHT(0)                   */      STATE_ACTIVELIGHT(0),                               light               },
4489     { /*   , STATE_ACTIVELIGHT(1)                   */      STATE_ACTIVELIGHT(1),                               light               },
4490     { /*   , STATE_ACTIVELIGHT(2)                   */      STATE_ACTIVELIGHT(2),                               light               },
4491     { /*   , STATE_ACTIVELIGHT(3)                   */      STATE_ACTIVELIGHT(3),                               light               },
4492     { /*   , STATE_ACTIVELIGHT(4)                   */      STATE_ACTIVELIGHT(4),                               light               },
4493     { /*   , STATE_ACTIVELIGHT(5)                   */      STATE_ACTIVELIGHT(5),                               light               },
4494     { /*   , STATE_ACTIVELIGHT(6)                   */      STATE_ACTIVELIGHT(6),                               light               },
4495     { /*   , STATE_ACTIVELIGHT(7)                   */      STATE_ACTIVELIGHT(7),                               light               },
4496
4497     { /* Scissor rect                               */      STATE_SCISSORRECT,                                  scissorrect         },
4498       /* Clip planes */
4499     { /* STATE_CLIPPLANE(0)                         */      STATE_CLIPPLANE(0),                                 clipplane           },
4500     { /* STATE_CLIPPLANE(1)                         */      STATE_CLIPPLANE(1),                                 clipplane           },
4501     { /* STATE_CLIPPLANE(2)                         */      STATE_CLIPPLANE(2),                                 clipplane           },
4502     { /* STATE_CLIPPLANE(3)                         */      STATE_CLIPPLANE(3),                                 clipplane           },
4503     { /* STATE_CLIPPLANE(4)                         */      STATE_CLIPPLANE(4),                                 clipplane           },
4504     { /* STATE_CLIPPLANE(5)                         */      STATE_CLIPPLANE(5),                                 clipplane           },
4505     { /* STATE_CLIPPLANE(6)                         */      STATE_CLIPPLANE(6),                                 clipplane           },
4506     { /* STATE_CLIPPLANE(7)                         */      STATE_CLIPPLANE(7),                                 clipplane           },
4507     { /* STATE_CLIPPLANE(8)                         */      STATE_CLIPPLANE(8),                                 clipplane           },
4508     { /* STATE_CLIPPLANE(9)                         */      STATE_CLIPPLANE(9),                                 clipplane           },
4509     { /* STATE_CLIPPLANE(10)                        */      STATE_CLIPPLANE(10),                                clipplane           },
4510     { /* STATE_CLIPPLANE(11)                        */      STATE_CLIPPLANE(11),                                clipplane           },
4511     { /* STATE_CLIPPLANE(12)                        */      STATE_CLIPPLANE(12),                                clipplane           },
4512     { /* STATE_CLIPPLANE(13)                        */      STATE_CLIPPLANE(13),                                clipplane           },
4513     { /* STATE_CLIPPLANE(14)                        */      STATE_CLIPPLANE(14),                                clipplane           },
4514     { /* STATE_CLIPPLANE(15)                        */      STATE_CLIPPLANE(15),                                clipplane           },
4515     { /* STATE_CLIPPLANE(16)                        */      STATE_CLIPPLANE(16),                                clipplane           },
4516     { /* STATE_CLIPPLANE(17)                        */      STATE_CLIPPLANE(17),                                clipplane           },
4517     { /* STATE_CLIPPLANE(18)                        */      STATE_CLIPPLANE(18),                                clipplane           },
4518     { /* STATE_CLIPPLANE(19)                        */      STATE_CLIPPLANE(19),                                clipplane           },
4519     { /* STATE_CLIPPLANE(20)                        */      STATE_CLIPPLANE(20),                                clipplane           },
4520     { /* STATE_CLIPPLANE(21)                        */      STATE_CLIPPLANE(21),                                clipplane           },
4521     { /* STATE_CLIPPLANE(22)                        */      STATE_CLIPPLANE(22),                                clipplane           },
4522     { /* STATE_CLIPPLANE(23)                        */      STATE_CLIPPLANE(23),                                clipplane           },
4523     { /* STATE_CLIPPLANE(24)                        */      STATE_CLIPPLANE(24),                                clipplane           },
4524     { /* STATE_CLIPPLANE(25)                        */      STATE_CLIPPLANE(25),                                clipplane           },
4525     { /* STATE_CLIPPLANE(26)                        */      STATE_CLIPPLANE(26),                                clipplane           },
4526     { /* STATE_CLIPPLANE(27)                        */      STATE_CLIPPLANE(27),                                clipplane           },
4527     { /* STATE_CLIPPLANE(28)                        */      STATE_CLIPPLANE(28),                                clipplane           },
4528     { /* STATE_CLIPPLANE(29)                        */      STATE_CLIPPLANE(29),                                clipplane           },
4529     { /* STATE_CLIPPLANE(30)                        */      STATE_CLIPPLANE(30),                                clipplane           },
4530     { /* STATE_CLIPPLANE(31)                        */      STATE_CLIPPLANE(31),                                clipplane           },
4531 };