2 * Direct3D state management
4 * Copyright 2006 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 #define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
32 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock) {
33 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
34 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
36 if(STATE_IS_RENDER(state)) {
37 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
38 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
40 /* Shouldn't have an unknown type here */
41 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
45 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock) {
46 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
47 * list without causing confusing terminal output. Deliberately no special debug name here
48 * because its undefined.
50 WARN("undefined state %d\n", state);
53 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
54 D3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
58 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
59 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
61 case D3DFILL_WIREFRAME:
62 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
63 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
66 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
67 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
70 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
74 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock) {
76 /* TODO: Lighting is only enabled if Vertex normals are passed by the application,
77 * so merge the lighting render state with the vertex declaration once it is available
80 if (stateblock->renderState[WINED3DRS_LIGHTING]) {
81 glEnable(GL_LIGHTING);
82 checkGLcall("glEnable GL_LIGHTING");
84 glDisable(GL_LIGHTING);
85 checkGLcall("glDisable GL_LIGHTING");
89 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
90 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
92 glDisable(GL_DEPTH_TEST);
93 checkGLcall("glDisable GL_DEPTH_TEST");
96 glEnable(GL_DEPTH_TEST);
97 checkGLcall("glEnable GL_DEPTH_TEST");
100 glEnable(GL_DEPTH_TEST);
101 checkGLcall("glEnable GL_DEPTH_TEST");
102 FIXME("W buffer is not well handled\n");
105 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
109 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
110 /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
112 /* If we are culling "back faces with clockwise vertices" then
113 set front faces to be counter clockwise and enable culling
115 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
116 case WINED3DCULL_NONE:
117 glDisable(GL_CULL_FACE);
118 checkGLcall("glDisable GL_CULL_FACE");
121 glEnable(GL_CULL_FACE);
122 checkGLcall("glEnable GL_CULL_FACE");
123 if (stateblock->wineD3DDevice->render_offscreen) {
125 checkGLcall("glFrontFace GL_CW");
128 checkGLcall("glFrontFace GL_CCW");
132 case WINED3DCULL_CCW:
133 glEnable(GL_CULL_FACE);
134 checkGLcall("glEnable GL_CULL_FACE");
135 if (stateblock->wineD3DDevice->render_offscreen) {
137 checkGLcall("glFrontFace GL_CCW");
140 checkGLcall("glFrontFace GL_CW");
145 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
149 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
150 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
151 case WINED3DSHADE_FLAT:
152 glShadeModel(GL_FLAT);
153 checkGLcall("glShadeModel(GL_FLAT)");
155 case WINED3DSHADE_GOURAUD:
156 glShadeModel(GL_SMOOTH);
157 checkGLcall("glShadeModel(GL_SMOOTH)");
159 case WINED3DSHADE_PHONG:
160 FIXME("WINED3DSHADE_PHONG isn't supported\n");
163 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
167 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
168 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
170 checkGLcall("glEnable GL_DITHER");
172 glDisable(GL_DITHER);
173 checkGLcall("glDisable GL_DITHER");
177 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
178 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
179 * this has to be merged with ZENABLE and ZFUNC
181 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
183 checkGLcall("glDepthMask(1)");
186 checkGLcall("glDepthMask(0)");
190 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock) {
191 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
195 checkGLcall("glDepthFunc");
199 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock) {
201 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
203 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
204 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
205 checkGLcall("glLightModel for MODEL_AMBIENT");
208 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock) {
209 int srcBlend = GL_ZERO;
210 int dstBlend = GL_ZERO;
213 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
214 /* TODO: Is enabling blending really affected by the blendfactor??? */
215 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
216 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
217 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE] ||
218 stateblock->renderState[WINED3DRS_BLENDFACTOR] != 0xFFFFFFFF) {
220 checkGLcall("glEnable GL_BLEND");
223 checkGLcall("glDisable GL_BLEND");
224 /* Nothing more to do - get out */
228 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
229 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
230 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
231 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
232 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
233 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
234 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
235 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
236 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
237 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
238 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
239 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
241 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
242 dstBlend = GL_SRC_ALPHA;
245 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
246 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
249 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
250 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
252 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
255 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
256 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
257 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
258 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
259 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
260 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
261 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
262 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
263 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
264 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
265 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
266 case WINED3DBLEND_SRCALPHASAT : dstBlend = GL_SRC_ALPHA_SATURATE; break;
268 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
269 srcBlend = GL_SRC_ALPHA;
272 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
273 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
276 case D3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
277 case D3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
279 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
282 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
283 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
284 glEnable(GL_LINE_SMOOTH);
285 checkGLcall("glEnable(GL_LINE_SMOOTH)");
286 if(srcBlend != GL_SRC_ALPHA) {
287 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
288 srcBlend = GL_SRC_ALPHA;
290 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
291 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
292 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295 glDisable(GL_LINE_SMOOTH);
296 checkGLcall("glDisable(GL_LINE_SMOOTH)");
299 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
300 glBlendFunc(srcBlend, dstBlend);
301 checkGLcall("glBlendFunc");
303 /* TODO: Remove when state management done */
304 stateblock->wineD3DDevice->dstBlend = dstBlend;
305 stateblock->wineD3DDevice->srcBlend = srcBlend;
307 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
308 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
309 glBlendColor (col[0],col[1],col[2],col[3]);
310 checkGLcall("glBlendColor");
313 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock) {
316 BOOL enable_ckey = FALSE;
318 IWineD3DSurfaceImpl *surf;
320 /* Find out if the texture on the first stage has a ckey set
321 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
322 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
323 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
324 * in case it finds some texture+colorkeyenable combination which needs extra care.
326 if(stateblock->textures[0]) {
327 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
328 if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
331 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
332 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
333 glEnable(GL_ALPHA_TEST);
334 checkGLcall("glEnable GL_ALPHA_TEST");
336 glDisable(GL_ALPHA_TEST);
337 checkGLcall("glDisable GL_ALPHA_TEST");
338 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
344 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
345 glParm = GL_NOTEQUAL;
348 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
349 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
352 stateblock->wineD3DDevice->alphafunc = glParm; /* Remove when state management done */
353 glAlphaFunc(glParm, ref);
354 checkGLcall("glAlphaFunc");
356 /* TODO: Some texture blending operations seem to affect the alpha test */
359 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock) {
360 DWORD enable = 0xFFFFFFFF;
361 DWORD disable = 0x00000000;
363 /* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
364 * of already set values
367 /* If enabling / disabling all
368 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
370 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
371 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
372 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
374 disable = 0xffffffff;
378 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
379 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
380 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
381 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
382 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
383 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
385 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
386 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
387 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
388 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
389 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
390 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
392 /** update clipping status */
394 stateblock->clip_status.ClipUnion = 0;
395 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
397 stateblock->clip_status.ClipUnion = 0;
398 stateblock->clip_status.ClipIntersection = 0;
402 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
403 int glParm = GL_FUNC_ADD;
405 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
406 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
410 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
411 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
412 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
413 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
414 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
415 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
417 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
420 TRACE("glBlendEquation(%x)\n", glParm);
421 GL_EXTCALL(glBlendEquation(glParm));
422 checkGLcall("glBlendEquation");
426 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
427 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
428 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
429 * specular color. This is wrong:
430 * Separate specular color means the specular colour is maintained separately, whereas
431 * single color means it is merged in. However in both cases they are being used to
433 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
434 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
438 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
439 * Instead, we need to setup the FinalCombiner properly.
441 * The default setup for the FinalCombiner is:
443 * <variable> <input> <mapping> <usage>
444 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
445 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
446 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
447 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
448 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
449 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
450 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
452 * That's pretty much fine as it is, except for variable B, which needs to take
453 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
454 * whether WINED3DRS_SPECULARENABLE is enabled or not.
457 TRACE("Setting specular enable state\n");
458 /* TODO: Add to the material setting functions */
459 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
460 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
461 checkGLcall("glMaterialfv");
462 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
463 glEnable(GL_COLOR_SUM_EXT);
465 TRACE("Specular colors cannot be enabled in this version of opengl\n");
467 checkGLcall("glEnable(GL_COLOR_SUM)");
469 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
470 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
471 checkGLcall("glFinalCombinerInputNV()");
474 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
476 /* for the case of enabled lighting: */
477 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
478 checkGLcall("glMaterialfv");
480 /* for the case of disabled lighting: */
481 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
482 glDisable(GL_COLOR_SUM_EXT);
484 TRACE("Specular colors cannot be disabled in this version of opengl\n");
486 checkGLcall("glDisable(GL_COLOR_SUM)");
488 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
489 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
490 checkGLcall("glFinalCombinerInputNV()");
495 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
498 /* Note the texture color applies to all textures whereas
499 * GL_TEXTURE_ENV_COLOR applies to active only
502 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
504 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
505 /* And now the default texture color as well */
506 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
507 /* Note the WINED3DRS value applies to all textures, but GL has one
508 * per texture, so apply it now ready to be used!
510 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
511 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
512 checkGLcall("glActiveTextureARB");
514 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
517 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
518 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
521 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
526 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
527 #if 0 /* Don't use OpenGL 2.0 calls for now */
528 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
529 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
530 checkGLcall("glStencilFuncSeparate(...)");
531 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
532 checkGLcall("glStencilOpSeparate(...)");
536 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
537 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
538 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
539 GL_EXTCALL(glActiveStencilFaceEXT(face));
540 checkGLcall("glActiveStencilFaceEXT(...)");
541 glStencilFunc(func, ref, mask);
542 checkGLcall("glStencilFunc(...)");
543 glStencilOp(stencilFail, depthFail, stencilPass);
544 checkGLcall("glStencilOp(...)");
545 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
546 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
547 checkGLcall("glStencilFuncSeparateATI(...)");
548 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
549 checkGLcall("glStencilOpSeparateATI(...)");
551 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
556 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock) {
557 DWORD onesided_enable = FALSE;
558 DWORD twosided_enable = FALSE;
559 GLint func = GL_ALWAYS;
560 GLint func_ccw = GL_ALWAYS;
563 GLint stencilFail = GL_KEEP;
564 GLint depthFail = GL_KEEP;
565 GLint stencilPass = GL_KEEP;
566 GLint stencilFail_ccw = GL_KEEP;
567 GLint depthFail_ccw = GL_KEEP;
568 GLint stencilPass_ccw = GL_KEEP;
570 if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
571 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
572 if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
573 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
574 if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
575 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
577 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
578 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
580 if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
581 ref = stateblock->renderState[WINED3DRS_STENCILREF];
582 if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
583 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
584 if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
585 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
586 if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
587 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
588 if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
589 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
590 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
591 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
592 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
593 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
594 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
595 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
597 TRACE("(onesided %d, twosided %d, ref %x, mask %x, \
598 GL_FRONT: func: %x, fail %x, zfail %x, zpass %x \
599 GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
600 onesided_enable, twosided_enable, ref, mask,
601 func, stencilFail, depthFail, stencilPass,
602 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
604 if (twosided_enable) {
605 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
606 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
608 if (onesided_enable) {
609 glEnable(GL_STENCIL_TEST);
610 checkGLcall("glEnable GL_STENCIL_TEST");
611 glStencilFunc(func, ref, mask);
612 checkGLcall("glStencilFunc(...)");
613 glStencilOp(stencilFail, depthFail, stencilPass);
614 checkGLcall("glStencilOp(...)");
616 glDisable(GL_STENCIL_TEST);
617 checkGLcall("glDisable GL_STENCIL_TEST");
622 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
623 glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
624 checkGLcall("glStencilMask");
627 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock) {
628 /* TODO: Put this into the vertex type block once that is in the state table */
629 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
630 float fogstart, fogend;
638 /* No fog? Disable it, and we're done :-) */
640 checkGLcall("glDisable GL_FOG");
643 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
644 fogstart = tmpvalue.f;
645 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
649 /* Activate when vertex shaders are in the state table */
650 if(stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function &&
651 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog) {
652 glFogi(GL_FOG_MODE, GL_LINEAR);
653 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
656 stateblock->wineD3DDevice->last_was_foggy_shader = TRUE;
660 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
661 * the system will apply only pixel(=table) fog effects."
663 /* else */ if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == D3DFOG_NONE) {
664 glHint(GL_FOG_HINT, GL_FASTEST);
665 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
667 stateblock->wineD3DDevice->last_was_foggy_shader = FALSE;
669 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
670 /* Processed vertices have their fog factor stored in the specular value. Fall too the none case.
671 * If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog
674 if(!stateblock->wineD3DDevice->last_was_rhw) {
675 glFogi(GL_FOG_MODE, GL_EXP);
676 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
677 if(GL_SUPPORT(EXT_FOG_COORD)) {
678 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
679 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
685 if(!stateblock->wineD3DDevice->last_was_rhw) {
686 glFogi(GL_FOG_MODE, GL_EXP2);
687 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
688 if(GL_SUPPORT(EXT_FOG_COORD)) {
689 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
690 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
695 case D3DFOG_LINEAR: {
696 if(!stateblock->wineD3DDevice->last_was_rhw) {
697 glFogi(GL_FOG_MODE, GL_LINEAR);
698 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
699 if(GL_SUPPORT(EXT_FOG_COORD)) {
700 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
701 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
707 /* Both are none? According to msdn the alpha channel of the specular
708 * color contains a fog factor. Set it in drawStridedSlow.
709 * Same happens with Vertexfog on transformed vertices
711 if(GL_SUPPORT(EXT_FOG_COORD)) {
712 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
713 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
714 glFogi(GL_FOG_MODE, GL_LINEAR);
715 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
719 /* Disable GL fog, handle this in software in drawStridedSlow */
724 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
727 glHint(GL_FOG_HINT, GL_NICEST);
728 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
730 stateblock->wineD3DDevice->last_was_foggy_shader = FALSE;
732 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
734 glFogi(GL_FOG_MODE, GL_EXP);
735 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
736 if(GL_SUPPORT(EXT_FOG_COORD)) {
737 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
738 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
743 glFogi(GL_FOG_MODE, GL_EXP2);
744 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
745 if(GL_SUPPORT(EXT_FOG_COORD)) {
746 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
747 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
752 glFogi(GL_FOG_MODE, GL_LINEAR);
753 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
754 if(GL_SUPPORT(EXT_FOG_COORD)) {
755 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
756 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
760 case D3DFOG_NONE: /* Won't happen */
762 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
768 checkGLcall("glEnable GL_FOG");
770 glFogfv(GL_FOG_START, &fogstart);
771 checkGLcall("glFogf(GL_FOG_START, fogstart");
772 TRACE("Fog Start == %f\n", fogstart);
774 glFogfv(GL_FOG_END, &fogend);
775 checkGLcall("glFogf(GL_FOG_END, fogend");
776 TRACE("Fog End == %f\n", fogend);
779 checkGLcall("glDisable GL_FOG");
782 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
783 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
787 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
789 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
790 /* Set the default alpha blend color */
791 glFogfv(GL_FOG_COLOR, &col[0]);
792 checkGLcall("glFog GL_FOG_COLOR");
795 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock) {
800 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
801 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
802 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
805 /* TODO: Merge with primitive type + init_materials()!! */
806 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock) {
807 GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
809 if (stateblock->renderState[WINED3DRS_COLORVERTEX]) {
810 TRACE("diff %d, amb %d, emis %d, spec %d\n",
811 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
812 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
813 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
814 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
816 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
817 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
818 Parm = GL_AMBIENT_AND_DIFFUSE;
822 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
824 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
826 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
833 if (stateblock->wineD3DDevice->tracking_color != DISABLED_TRACKING) stateblock->wineD3DDevice->tracking_color = NEEDS_DISABLE;
835 stateblock->wineD3DDevice->tracking_color = NEEDS_TRACKING;
836 stateblock->wineD3DDevice->tracking_parm = Parm;
840 if (stateblock->wineD3DDevice->tracking_color != DISABLED_TRACKING) stateblock->wineD3DDevice->tracking_color = NEEDS_DISABLE;
844 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock) {
847 WINED3DLINEPATTERN lp;
849 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
851 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
853 if (tmppattern.lp.wRepeatFactor) {
854 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
855 checkGLcall("glLineStipple(repeat, linepattern)");
856 glEnable(GL_LINE_STIPPLE);
857 checkGLcall("glEnable(GL_LINE_STIPPLE);");
859 glDisable(GL_LINE_STIPPLE);
860 checkGLcall("glDisable(GL_LINE_STIPPLE);");
864 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
870 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
871 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
872 TRACE("ZBias value %f\n", tmpvalue.f);
873 glPolygonOffset(0, -tmpvalue.f);
874 checkGLcall("glPolygonOffset(0, -Value)");
875 glEnable(GL_POLYGON_OFFSET_FILL);
876 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
877 glEnable(GL_POLYGON_OFFSET_LINE);
878 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
879 glEnable(GL_POLYGON_OFFSET_POINT);
880 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
882 glDisable(GL_POLYGON_OFFSET_FILL);
883 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
884 glDisable(GL_POLYGON_OFFSET_LINE);
885 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
886 glDisable(GL_POLYGON_OFFSET_POINT);
887 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
892 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock) {
893 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
894 glEnable(GL_NORMALIZE);
895 checkGLcall("glEnable(GL_NORMALIZE);");
897 glDisable(GL_NORMALIZE);
898 checkGLcall("glDisable(GL_NORMALIZE);");
902 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock) {
908 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
909 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
910 TRACE("Set point size to %f\n", tmpvalue.f);
911 glPointSize(tmpvalue.f);
912 checkGLcall("glPointSize(...);");
915 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock) {
921 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
922 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
923 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
924 checkGLcall("glPointParameterfEXT(...);");
926 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl\n");
930 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock) {
936 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
937 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
938 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
939 checkGLcall("glPointParameterfEXT(...);");
941 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl\n");
945 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock) {
946 /* TODO: Group this with the viewport */
948 * POINTSCALEENABLE controls how point size value is treated. If set to
949 * true, the point size is scaled with respect to height of viewport.
950 * When set to false point size is in pixels.
952 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
956 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
959 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
960 * This means that OpenGL will clamp really small point sizes to 1.0f.
961 * To correct for this we need to multiply by the scale factor when sizes
962 * are less than 1.0f. scale_factor = 1.0f / point_size.
964 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
965 if(pointSize > 0.0f) {
968 if(pointSize < 1.0f) {
969 scaleFactor = pointSize * pointSize;
974 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
975 att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
976 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
977 att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
978 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
979 att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
980 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
984 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
985 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
986 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
988 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
989 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
990 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
992 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
996 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
997 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
999 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1000 Value & D3DCOLORWRITEENABLE_RED ? 1 : 0,
1001 Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1002 Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1003 Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1004 glColorMask(Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1005 Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1006 Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1007 Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1008 checkGLcall("glColorMask(...)");
1010 /* depends on WINED3DRS_COLORWRITEENABLE. */
1011 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1012 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1013 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1014 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1015 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1016 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1017 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1021 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1022 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1023 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1024 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1026 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1027 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1031 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1032 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1033 TRACE("Last Pixel Drawing Enabled\n");
1035 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1039 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1040 /* TODO: NV_POINT_SPRITE */
1041 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1042 TRACE("Point sprites not supported\n");
1047 * Point sprites are always enabled. Value controls texture coordinate
1048 * replacement mode. Must be set true for point sprites to use
1051 glEnable(GL_POINT_SPRITE_ARB);
1052 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1054 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1055 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
1056 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
1058 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
1059 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
1063 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1065 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1066 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1067 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1068 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1069 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1071 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1074 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1075 stateblock->renderState[WINED3DRS_WRAP1] ||
1076 stateblock->renderState[WINED3DRS_WRAP2] ||
1077 stateblock->renderState[WINED3DRS_WRAP3] ||
1078 stateblock->renderState[WINED3DRS_WRAP4] ||
1079 stateblock->renderState[WINED3DRS_WRAP5] ||
1080 stateblock->renderState[WINED3DRS_WRAP6] ||
1081 stateblock->renderState[WINED3DRS_WRAP7] ||
1082 stateblock->renderState[WINED3DRS_WRAP8] ||
1083 stateblock->renderState[WINED3DRS_WRAP9] ||
1084 stateblock->renderState[WINED3DRS_WRAP10] ||
1085 stateblock->renderState[WINED3DRS_WRAP11] ||
1086 stateblock->renderState[WINED3DRS_WRAP12] ||
1087 stateblock->renderState[WINED3DRS_WRAP13] ||
1088 stateblock->renderState[WINED3DRS_WRAP14] ||
1089 stateblock->renderState[WINED3DRS_WRAP15] ) {
1090 ERR("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1094 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1095 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1096 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1097 glEnable(GL_MULTISAMPLE_ARB);
1098 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1100 glDisable(GL_MULTISAMPLE_ARB);
1101 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1104 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1105 ERR("Multisample antialiasing not supported by gl\n");
1110 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1111 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1112 glEnable(GL_SCISSOR_TEST);
1113 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1115 glDisable(GL_SCISSOR_TEST);
1116 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1120 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1126 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1127 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1128 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1129 glEnable(GL_POLYGON_OFFSET_FILL);
1130 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1131 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1132 checkGLcall("glPolygonOffset(...)");
1134 glDisable(GL_POLYGON_OFFSET_FILL);
1135 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1139 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1140 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1141 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1142 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1144 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1145 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1149 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1151 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1152 ERR(" Stippled Alpha not supported yet.\n");
1155 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1157 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1158 ERR(" Antialias not supported yet.\n");
1161 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1163 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1164 ERR("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1167 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1169 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != D3DPATCHEDGE_DISCRETE)
1170 ERR("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1173 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1181 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1182 ERR("(WINED3DRS_PATCHSEGMENTS,%d) not yet implemented\n", tmpvalue.d);
1185 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1187 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != D3DDEGREE_CUBIC)
1188 ERR("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1191 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1193 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != D3DDEGREE_LINEAR)
1194 ERR("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1197 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1199 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1200 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1204 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1205 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1206 ERR("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1209 static void state_seperateblend(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1211 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1212 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1215 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1216 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1217 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1221 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1222 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1223 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1227 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1228 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1229 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1233 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1234 if(stateblock->renderState[WINED3DRS_ROP2]) {
1235 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1239 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1240 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1241 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1245 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1246 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1247 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1251 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1252 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1253 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1257 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1258 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1259 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1263 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1264 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1265 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1269 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1270 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1271 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1275 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1276 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1277 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1281 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1282 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1283 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1287 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1288 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1289 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1293 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1294 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1295 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1299 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1300 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1301 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1305 /* Activates the texture dimension according to the bound D3D texture.
1306 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1307 * Requires the caller to activate the correct unit before
1309 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock) {
1310 if(stateblock->textures[stage]) {
1311 glDisable(GL_TEXTURE_1D);
1312 checkGLcall("glDisable(GL_TEXTURE_1D)");
1313 switch(stateblock->textureDimensions[stage]) {
1315 glDisable(GL_TEXTURE_3D);
1316 checkGLcall("glDisable(GL_TEXTURE_3D)");
1317 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1318 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1319 glEnable(GL_TEXTURE_2D);
1320 checkGLcall("glEnable(GL_TEXTURE_2D)");
1323 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1324 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1325 glDisable(GL_TEXTURE_2D);
1326 checkGLcall("glDisable(GL_TEXTURE_2D)");
1327 glEnable(GL_TEXTURE_3D);
1328 checkGLcall("glEnable(GL_TEXTURE_3D)");
1330 case GL_TEXTURE_CUBE_MAP_ARB:
1331 glDisable(GL_TEXTURE_2D);
1332 checkGLcall("glDisable(GL_TEXTURE_2D)");
1333 glDisable(GL_TEXTURE_3D);
1334 checkGLcall("glDisable(GL_TEXTURE_3D)");
1335 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1336 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1340 glDisable(GL_TEXTURE_2D);
1341 checkGLcall("glDisable(GL_TEXTURE_2D)");
1342 glDisable(GL_TEXTURE_3D);
1343 checkGLcall("glDisable(GL_TEXTURE_3D)");
1344 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1345 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1346 glEnable(GL_TEXTURE_1D);
1347 checkGLcall("glEnable(GL_TEXTURE_1D)");
1348 /* Binding textures is done by samplers. A dummy texture will be bound */
1352 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1353 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1355 TRACE("Setting color op for stage %d\n", stage);
1357 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1358 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1359 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1363 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1364 /* TODO: register combiners! */
1365 if(stage != stateblock->wineD3DDevice->texUnitMap[stage]) ERR("Foo: %d is %d!\n", stage, stateblock->wineD3DDevice->texUnitMap[stage]);
1366 if(stateblock->wineD3DDevice->texUnitMap[stage] >= GL_LIMITS(sampler_stages)) {
1367 if(stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1368 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1369 FIXME("Attempt to enable unsupported stage!\n");
1373 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[stage]));
1374 checkGLcall("glActiveTextureARB");
1375 } else if (stage > 0) {
1376 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1380 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1381 if(stateblock->lowest_disabled_stage > 0) {
1382 glEnable(GL_REGISTER_COMBINERS_NV);
1383 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1385 glDisable(GL_REGISTER_COMBINERS_NV);
1388 if(stage >= stateblock->lowest_disabled_stage) {
1389 TRACE("Stage disabled\n");
1390 /* Disable everything here */
1391 glDisable(GL_TEXTURE_1D);
1392 checkGLcall("glDisable(GL_TEXTURE_1D)");
1393 glDisable(GL_TEXTURE_2D);
1394 checkGLcall("glDisable(GL_TEXTURE_2D)");
1395 glDisable(GL_TEXTURE_3D);
1396 checkGLcall("glDisable(GL_TEXTURE_3D)");
1397 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1398 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1403 activate_dimensions(stage, stateblock);
1405 /* Set the texture combiners */
1406 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1407 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1408 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1409 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1410 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1411 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1412 stateblock->wineD3DDevice->texUnitMap[stage]);
1414 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1415 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1416 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1417 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1418 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1422 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1423 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1425 TRACE("Setting alpha op for stage %d\n", stage);
1426 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1427 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1428 /* TODO: register combiners! */
1429 if(stage >= GL_LIMITS(sampler_stages)) {
1430 if(stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1431 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1432 FIXME("Attempt to enable unsupported stage!\n");
1436 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[stage]));
1437 checkGLcall("glActiveTextureARB");
1438 } else if (stage > 0) {
1439 /* We can't do anything here */
1440 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1444 TRACE("Setting alpha op for stage %d\n", stage);
1445 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1446 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1447 stateblock->textureState[stage][WINED3DTSS_ALPHAOP],
1448 stateblock->textureState[stage][WINED3DTSS_ALPHAARG1],
1449 stateblock->textureState[stage][WINED3DTSS_ALPHAARG2],
1450 stateblock->textureState[stage][WINED3DTSS_ALPHAARG0],
1451 stateblock->wineD3DDevice->texUnitMap[stage]);
1453 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage, stateblock->textureState[stage][WINED3DTSS_ALPHAOP],
1454 stateblock->textureState[stage][WINED3DTSS_ALPHAARG1],
1455 stateblock->textureState[stage][WINED3DTSS_ALPHAARG2],
1456 stateblock->textureState[stage][WINED3DTSS_ALPHAARG0]);
1460 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1461 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1463 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1464 /* TODO: register combiners! */
1465 if(stage >= GL_LIMITS(sampler_stages)) {
1468 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[stage]));
1469 checkGLcall("glActiveTextureARB");
1470 } else if (stage > 0) {
1471 /* We can't do anything here */
1472 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1476 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1478 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1479 * one flag, you can still specify an index value, which the system uses to
1480 * determine the texture wrapping mode.
1481 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1482 * means use the vertex position (camera-space) as the input texture coordinates
1483 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1484 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1485 * to the TEXCOORDINDEX value
1489 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1491 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1492 case WINED3DTSS_TCI_PASSTHRU:
1493 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1494 glDisable(GL_TEXTURE_GEN_S);
1495 glDisable(GL_TEXTURE_GEN_T);
1496 glDisable(GL_TEXTURE_GEN_R);
1497 glDisable(GL_TEXTURE_GEN_Q);
1498 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1501 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1502 /* CameraSpacePosition means use the vertex position, transformed to camera space,
1503 * as the input texture coordinates for this stage's texture transformation. This
1504 * equates roughly to EYE_LINEAR
1507 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1508 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1509 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1510 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1511 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1513 glMatrixMode(GL_MODELVIEW);
1516 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1517 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1518 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1519 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1522 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1523 glEnable(GL_TEXTURE_GEN_S);
1524 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1525 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1526 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1527 glEnable(GL_TEXTURE_GEN_T);
1528 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1529 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1530 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1531 glEnable(GL_TEXTURE_GEN_R);
1532 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1533 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1534 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1538 case WINED3DTSS_TCI_CAMERASPACENORMAL:
1540 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1541 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1542 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1543 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1544 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1545 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1547 glMatrixMode(GL_MODELVIEW);
1550 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1551 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1552 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1553 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1556 glEnable(GL_TEXTURE_GEN_S);
1557 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1558 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1559 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1560 glEnable(GL_TEXTURE_GEN_T);
1561 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1562 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1563 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1564 glEnable(GL_TEXTURE_GEN_R);
1565 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1566 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1567 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1572 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
1574 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1575 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1576 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1577 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1578 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1579 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
1581 glMatrixMode(GL_MODELVIEW);
1584 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1585 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1586 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1587 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1590 glEnable(GL_TEXTURE_GEN_S);
1591 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1592 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1593 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1594 glEnable(GL_TEXTURE_GEN_T);
1595 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1596 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1597 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1598 glEnable(GL_TEXTURE_GEN_R);
1599 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1600 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1601 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1606 /* Unhandled types: */
1609 /* ? disable GL_TEXTURE_GEN_n ? */
1610 glDisable(GL_TEXTURE_GEN_S);
1611 glDisable(GL_TEXTURE_GEN_T);
1612 glDisable(GL_TEXTURE_GEN_R);
1613 glDisable(GL_TEXTURE_GEN_Q);
1614 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
1619 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1620 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1626 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
1627 if(tmpvalue.f != 0.0) {
1628 ERR("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
1632 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1633 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1639 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
1640 if(tmpvalue.f != 0.0) {
1641 ERR("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
1645 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1646 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1648 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != D3DTA_CURRENT) {
1649 ERR("WINED3DTSS_RESULTARG not supported yet\n");
1653 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1654 DWORD sampler = state - STATE_SAMPLER(0);
1656 TRACE("Sampler: %d\n", sampler);
1657 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
1658 * only has to bind textures and set the per texture states
1660 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1661 /* TODO: register combiners! */
1662 if(sampler >= GL_LIMITS(sampler_stages)) {
1665 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[sampler]));
1666 checkGLcall("glActiveTextureARB");
1667 } else if (sampler > 0) {
1668 /* We can't do anything here */
1669 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1673 if(stateblock->textures[sampler]) {
1674 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
1675 IWineD3DDevice_SetupTextureStates((IWineD3DDevice *)stateblock->wineD3DDevice, sampler, sampler, REAPPLY_ALPHAOP);
1676 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
1678 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
1679 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1680 /* Using a pixel shader? Verify the sampler types */
1682 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
1683 * dimensions because the shader knows from which texture type to sample from. For the sake of
1684 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
1685 * dimensions. This should make wrong sampling sources visible :-)
1687 glEnable(stateblock->textureDimensions[sampler]);
1688 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
1689 } else if(sampler < stateblock->lowest_disabled_stage) {
1690 activate_dimensions(sampler, stateblock);
1692 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
1693 /* If color keying is enabled update the alpha test, it depends on the existance
1694 * of a color key in stage 0
1696 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock);
1699 } else if(sampler < GL_LIMITS(texture_stages)) {
1700 if(sampler < stateblock->lowest_disabled_stage) {
1701 /* TODO: Check if the colorop is dirty to do that job
1702 * TODO: What should I do with pixel shaders here ???
1704 activate_dimensions(sampler, stateblock);
1705 } /* Otherwise tex_colorop disables the stage */
1706 glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
1707 checkGLcall("glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
1711 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1714 if(stateblock->pixelShader && ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.function != NULL) {
1715 if(!stateblock->wineD3DDevice->last_was_pshader) {
1716 /* Former draw without a pixel shader, some samplers
1717 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
1718 * make sure to enable them
1720 for(i=0; i < MAX_SAMPLERS; i++) {
1721 if(!isStateDirty(stateblock->wineD3DDevice, STATE_SAMPLER(i))) {
1722 sampler(STATE_SAMPLER(i), stateblock);
1726 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
1727 * if a different texture was bound. I don't have to do anything.
1731 /* Compile and bind the shader */
1732 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
1735 /* Can't do that here right now, because glsl shaders depend on having both pixel and vertex shader
1736 * setup at the same time. The shader_select call will be done by drawprim until vertex shaders are
1737 * moved to the state table too
1739 stateblock->wineD3DDevice->shader_backend->shader_select(
1740 (IWineD3DDevice *) stateblock->wineD3DDevice,
1742 !stateblock->vertexShader ? FALSE : ((IWineD3DVertexShaderImpl *) stateblock->vertexShader)->baseShader.function != NULL);
1744 stateblock->wineD3DDevice->last_was_pshader = TRUE;
1746 /* Disabled the pixel shader - color ops weren't applied
1747 * while it was enabled, so re-apply them.
1749 for(i=0; i < MAX_TEXTURES; i++) {
1750 if(!isStateDirty(stateblock->wineD3DDevice, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
1751 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock);
1754 stateblock->wineD3DDevice->last_was_pshader = FALSE;
1757 stateblock->wineD3DDevice->shader_backend->shader_select(
1758 (IWineD3DDevice *) stateblock->wineD3DDevice,
1760 !stateblock->vertexShader ? FALSE : ((IWineD3DVertexShaderImpl *) stateblock->vertexShader)->baseShader.function != NULL);
1765 const struct StateEntry StateTable[] =
1767 /* State name representative, apply function */
1768 { /* 0, Undefined */ 0, state_undefined },
1769 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
1770 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
1771 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
1772 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
1773 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
1774 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
1775 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
1776 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
1777 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
1778 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
1779 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
1780 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
1781 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
1782 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
1783 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
1784 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
1785 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
1786 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
1787 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
1788 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
1789 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
1790 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
1791 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
1792 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
1793 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
1794 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
1795 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
1796 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
1797 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
1798 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
1799 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
1800 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
1801 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
1802 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
1803 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
1804 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
1805 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
1806 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
1807 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
1808 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
1809 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
1810 { /* 42, undefined */ 0, state_undefined },
1811 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
1812 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
1813 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
1814 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
1815 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
1816 { /* 48, WINED3DRS_RANGEFOGENABLE */ 0, state_nogl },
1817 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
1818 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
1819 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
1820 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1821 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1822 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1823 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1824 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1825 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1826 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1827 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
1828 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
1829 { /* 61, Undefined */ 0, state_undefined },
1830 { /* 62, Undefined */ 0, state_undefined },
1831 { /* 63, Undefined */ 0, state_undefined },
1832 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1833 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
1834 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1835 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1836 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1837 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1838 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1839 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1840 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1841 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1842 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1843 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1844 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1845 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1846 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1847 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1848 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1849 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1850 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1851 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1852 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1853 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1854 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1855 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1856 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1857 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1858 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1859 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1860 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1861 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1862 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1863 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
1864 { /* 96, Undefined */ 0, state_undefined },
1865 { /* 97, Undefined */ 0, state_undefined },
1866 { /* 98, Undefined */ 0, state_undefined },
1867 { /* 99, Undefined */ 0, state_undefined },
1868 { /*100, Undefined */ 0, state_undefined },
1869 { /*101, Undefined */ 0, state_undefined },
1870 { /*102, Undefined */ 0, state_undefined },
1871 { /*103, Undefined */ 0, state_undefined },
1872 { /*104, Undefined */ 0, state_undefined },
1873 { /*105, Undefined */ 0, state_undefined },
1874 { /*106, Undefined */ 0, state_undefined },
1875 { /*107, Undefined */ 0, state_undefined },
1876 { /*108, Undefined */ 0, state_undefined },
1877 { /*109, Undefined */ 0, state_undefined },
1878 { /*110, Undefined */ 0, state_undefined },
1879 { /*111, Undefined */ 0, state_undefined },
1880 { /*112, Undefined */ 0, state_undefined },
1881 { /*113, Undefined */ 0, state_undefined },
1882 { /*114, Undefined */ 0, state_undefined },
1883 { /*115, Undefined */ 0, state_undefined },
1884 { /*116, Undefined */ 0, state_undefined },
1885 { /*117, Undefined */ 0, state_undefined },
1886 { /*118, Undefined */ 0, state_undefined },
1887 { /*119, Undefined */ 0, state_undefined },
1888 { /*120, Undefined */ 0, state_undefined },
1889 { /*121, Undefined */ 0, state_undefined },
1890 { /*122, Undefined */ 0, state_undefined },
1891 { /*123, Undefined */ 0, state_undefined },
1892 { /*124, Undefined */ 0, state_undefined },
1893 { /*125, Undefined */ 0, state_undefined },
1894 { /*126, Undefined */ 0, state_undefined },
1895 { /*127, Undefined */ 0, state_undefined },
1897 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1898 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1899 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1900 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1901 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1902 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1903 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1904 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1905 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
1906 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING) /* Vertex decl! */,state_lighting },
1907 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
1908 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
1909 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
1910 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
1911 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
1912 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
1913 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
1914 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
1915 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
1916 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
1917 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
1918 { /*149, Undefined */ 0, state_undefined },
1919 { /*150, Undefined */ 0, state_undefined },
1920 { /*151, WINED3DRS_VERTEXBLEND */ 0, state_nogl },
1921 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
1922 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
1923 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
1924 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
1925 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
1926 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
1927 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
1928 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
1929 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
1930 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
1931 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
1932 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
1933 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
1934 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
1935 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
1936 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
1937 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
1938 { /*169, Undefined */ 0, state_undefined },
1939 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
1940 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
1941 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
1942 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
1943 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
1944 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
1945 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
1946 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
1947 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
1948 { /*177, undefined */ 0, state_undefined },
1949 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1950 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1951 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1952 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1953 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1954 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1955 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
1956 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1957 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1958 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1959 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1960 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
1961 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
1962 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
1963 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
1964 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
1965 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite },
1966 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
1967 { /*196, undefined */ 0, state_undefined },
1968 { /*197, undefined */ 0, state_undefined },
1969 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1970 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1971 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1972 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1973 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1974 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1975 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1976 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
1977 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
1978 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
1979 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
1980 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
1981 /* Texture stage states */
1982 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1983 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1984 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1985 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
1986 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
1987 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
1988 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1989 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1990 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1991 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
1992 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
1993 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1994 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1995 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1996 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1997 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1998 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
1999 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2000 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2001 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2002 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2003 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2004 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2005 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ 0 /* for now, later stream sources */, state_nogl },
2006 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2007 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
2008 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
2009 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
2010 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2011 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2012 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2013 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2015 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2016 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2017 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2018 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
2019 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
2020 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
2021 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2022 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2023 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2024 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2025 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2026 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2027 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2028 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2029 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2030 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2031 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2032 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2033 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2034 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2035 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2036 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2037 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2038 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ 0 /* for now, later stream sources */, state_nogl },
2039 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2040 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2041 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
2042 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
2043 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2044 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2045 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2046 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2048 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2049 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2050 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2051 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
2052 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
2053 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
2054 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2055 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2056 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2057 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2058 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2059 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2060 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2061 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2062 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2063 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2064 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2065 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2066 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2067 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2068 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2069 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2070 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2071 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ 0 /* for now, later stream sources */, state_nogl },
2072 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2073 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2074 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
2075 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
2076 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2077 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2078 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2079 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2081 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2082 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2083 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2084 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
2085 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
2086 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
2087 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2088 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2089 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2090 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2091 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2092 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2093 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2094 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2095 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2096 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2097 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2098 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2099 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2100 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2101 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2102 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2103 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2104 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ 0 /* for now, later stream sources */, state_nogl },
2105 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2106 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2107 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
2108 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
2109 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2110 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2111 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2112 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2114 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
2115 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
2116 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
2117 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
2118 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
2119 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
2120 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
2121 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
2122 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
2123 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
2124 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2125 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2126 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2127 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2128 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2129 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2130 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2131 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2132 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2133 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2134 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2135 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2136 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2137 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ 0 /* for now, later stream sources */, state_nogl },
2138 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2139 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
2140 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
2141 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
2142 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2143 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2144 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2145 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2147 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2148 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2149 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2150 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
2151 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
2152 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
2153 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2154 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2155 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2156 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2157 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2158 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2159 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2160 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2161 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2162 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2163 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2164 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2165 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2166 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2167 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2168 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2169 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2170 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ 0 /* for now, later stream sources */, state_nogl },
2171 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2172 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2173 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
2174 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
2175 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2176 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2177 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2178 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2180 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2181 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2182 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2183 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
2184 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
2185 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
2186 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2187 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2188 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2189 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2190 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2191 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2192 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2193 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2194 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2195 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2196 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2197 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2198 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2199 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2200 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2201 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2202 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2203 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ 0 /* for now, later stream sources */, state_nogl },
2204 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2205 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2206 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
2207 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
2208 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2209 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2210 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2211 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2213 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2214 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2215 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2216 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
2217 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
2218 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
2219 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2220 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2221 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2222 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2223 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2224 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2225 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2226 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2227 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2228 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2229 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2230 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2231 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2232 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2233 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2234 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2235 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2236 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ 0 /* for now, later stream sources */, state_nogl },
2237 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2238 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2239 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
2240 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
2241 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2242 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2243 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2244 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2245 /* Sampler states */
2246 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
2247 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
2248 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
2249 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
2250 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
2251 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
2252 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
2253 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
2254 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
2255 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
2256 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
2257 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
2258 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
2259 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
2260 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
2261 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
2263 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },