wined3d: Move the world matrix to the state table.
[wine.git] / dlls / wined3d / state.c
blobee56be24a1f7d1851197bb463e0369346008f3d8
1 /*
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
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
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]);
39 } else {
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];
56 switch(Value) {
57 case D3DFILL_POINT:
58 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
59 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
60 break;
61 case D3DFILL_WIREFRAME:
62 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
63 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
64 break;
65 case D3DFILL_SOLID:
66 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
67 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
68 break;
69 default:
70 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
74 #if 0
75 /* if 0ed because it will be revived later */
76 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock) {
78 /* TODO: Lighting is only enabled if Vertex normals are passed by the application,
79 * so merge the lighting render state with the vertex declaration once it is available
82 if (stateblock->renderState[WINED3DRS_LIGHTING]) {
83 glEnable(GL_LIGHTING);
84 checkGLcall("glEnable GL_LIGHTING");
85 } else {
86 glDisable(GL_LIGHTING);
87 checkGLcall("glDisable GL_LIGHTING");
90 #endif
92 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
93 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
94 case WINED3DZB_FALSE:
95 glDisable(GL_DEPTH_TEST);
96 checkGLcall("glDisable GL_DEPTH_TEST");
97 break;
98 case WINED3DZB_TRUE:
99 glEnable(GL_DEPTH_TEST);
100 checkGLcall("glEnable GL_DEPTH_TEST");
101 break;
102 case WINED3DZB_USEW:
103 glEnable(GL_DEPTH_TEST);
104 checkGLcall("glEnable GL_DEPTH_TEST");
105 FIXME("W buffer is not well handled\n");
106 break;
107 default:
108 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
112 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
113 /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
115 /* If we are culling "back faces with clockwise vertices" then
116 set front faces to be counter clockwise and enable culling
117 of back faces */
118 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
119 case WINED3DCULL_NONE:
120 glDisable(GL_CULL_FACE);
121 checkGLcall("glDisable GL_CULL_FACE");
122 break;
123 case WINED3DCULL_CW:
124 glEnable(GL_CULL_FACE);
125 checkGLcall("glEnable GL_CULL_FACE");
126 if (stateblock->wineD3DDevice->render_offscreen) {
127 glFrontFace(GL_CW);
128 checkGLcall("glFrontFace GL_CW");
129 } else {
130 glFrontFace(GL_CCW);
131 checkGLcall("glFrontFace GL_CCW");
133 glCullFace(GL_BACK);
134 break;
135 case WINED3DCULL_CCW:
136 glEnable(GL_CULL_FACE);
137 checkGLcall("glEnable GL_CULL_FACE");
138 if (stateblock->wineD3DDevice->render_offscreen) {
139 glFrontFace(GL_CCW);
140 checkGLcall("glFrontFace GL_CCW");
141 } else {
142 glFrontFace(GL_CW);
143 checkGLcall("glFrontFace GL_CW");
145 glCullFace(GL_BACK);
146 break;
147 default:
148 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
152 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
153 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
154 case WINED3DSHADE_FLAT:
155 glShadeModel(GL_FLAT);
156 checkGLcall("glShadeModel(GL_FLAT)");
157 break;
158 case WINED3DSHADE_GOURAUD:
159 glShadeModel(GL_SMOOTH);
160 checkGLcall("glShadeModel(GL_SMOOTH)");
161 break;
162 case WINED3DSHADE_PHONG:
163 FIXME("WINED3DSHADE_PHONG isn't supported\n");
164 break;
165 default:
166 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
170 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
171 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
172 glEnable(GL_DITHER);
173 checkGLcall("glEnable GL_DITHER");
174 } else {
175 glDisable(GL_DITHER);
176 checkGLcall("glDisable GL_DITHER");
180 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
181 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
182 * this has to be merged with ZENABLE and ZFUNC
184 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
185 glDepthMask(1);
186 checkGLcall("glDepthMask(1)");
187 } else {
188 glDepthMask(0);
189 checkGLcall("glDepthMask(0)");
193 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock) {
194 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
196 if(glParm) {
197 glDepthFunc(glParm);
198 checkGLcall("glDepthFunc");
202 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock) {
203 float col[4];
204 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
206 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
207 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
208 checkGLcall("glLightModel for MODEL_AMBIENT");
211 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock) {
212 int srcBlend = GL_ZERO;
213 int dstBlend = GL_ZERO;
215 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
216 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
217 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
218 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
219 glEnable(GL_BLEND);
220 checkGLcall("glEnable GL_BLEND");
221 } else {
222 glDisable(GL_BLEND);
223 checkGLcall("glDisable GL_BLEND");
224 /* Nothing more to do - get out */
225 return;
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;
243 break;
245 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
246 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
247 break;
249 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
250 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
251 default:
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;
270 break;
272 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
273 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
274 break;
276 case D3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
277 case D3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
278 default:
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;
294 } else {
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;
308 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
309 float col[4];
311 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
312 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
313 glBlendColor (col[0],col[1],col[2],col[3]);
314 checkGLcall("glBlendColor");
317 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock) {
318 int glParm = 0;
319 float ref;
320 BOOL enable_ckey = FALSE;
322 IWineD3DSurfaceImpl *surf;
324 /* Find out if the texture on the first stage has a ckey set
325 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
326 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
327 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
328 * in case it finds some texture+colorkeyenable combination which needs extra care.
330 if(stateblock->textures[0]) {
331 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
332 if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
335 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
336 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
337 glEnable(GL_ALPHA_TEST);
338 checkGLcall("glEnable GL_ALPHA_TEST");
339 } else {
340 glDisable(GL_ALPHA_TEST);
341 checkGLcall("glDisable GL_ALPHA_TEST");
342 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
343 * enable call
345 return;
348 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
349 glParm = GL_NOTEQUAL;
350 ref = 0.0;
351 } else {
352 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
353 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
355 if(glParm) {
356 stateblock->wineD3DDevice->alphafunc = glParm; /* Remove when state management done */
357 glAlphaFunc(glParm, ref);
358 checkGLcall("glAlphaFunc");
360 /* TODO: Some texture blending operations seem to affect the alpha test */
363 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock) {
364 DWORD enable = 0xFFFFFFFF;
365 DWORD disable = 0x00000000;
367 /* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
368 * of already set values
371 /* If enabling / disabling all
372 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
374 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
375 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
376 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
377 } else {
378 disable = 0xffffffff;
379 enable = 0x00;
382 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
383 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
384 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
385 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
386 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
387 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
389 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
390 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
391 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
392 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
393 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
394 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
396 /** update clipping status */
397 if (enable) {
398 stateblock->clip_status.ClipUnion = 0;
399 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
400 } else {
401 stateblock->clip_status.ClipUnion = 0;
402 stateblock->clip_status.ClipIntersection = 0;
406 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
407 int glParm = GL_FUNC_ADD;
409 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
410 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
411 return;
414 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
415 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
416 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
417 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
418 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
419 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
420 default:
421 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
424 TRACE("glBlendEquation(%x)\n", glParm);
425 GL_EXTCALL(glBlendEquation(glParm));
426 checkGLcall("glBlendEquation");
429 static void
430 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
431 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
432 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
433 * specular color. This is wrong:
434 * Separate specular color means the specular colour is maintained separately, whereas
435 * single color means it is merged in. However in both cases they are being used to
436 * some extent.
437 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
438 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
439 * running 1.4 yet!
442 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
443 * Instead, we need to setup the FinalCombiner properly.
445 * The default setup for the FinalCombiner is:
447 * <variable> <input> <mapping> <usage>
448 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
449 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
450 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
451 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
452 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
453 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
454 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
456 * That's pretty much fine as it is, except for variable B, which needs to take
457 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
458 * whether WINED3DRS_SPECULARENABLE is enabled or not.
461 TRACE("Setting specular enable state\n");
462 /* TODO: Add to the material setting functions */
463 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
464 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
465 checkGLcall("glMaterialfv");
466 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
467 glEnable(GL_COLOR_SUM_EXT);
468 } else {
469 TRACE("Specular colors cannot be enabled in this version of opengl\n");
471 checkGLcall("glEnable(GL_COLOR_SUM)");
473 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
474 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
475 checkGLcall("glFinalCombinerInputNV()");
477 } else {
478 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
480 /* for the case of enabled lighting: */
481 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
482 checkGLcall("glMaterialfv");
484 /* for the case of disabled lighting: */
485 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
486 glDisable(GL_COLOR_SUM_EXT);
487 } else {
488 TRACE("Specular colors cannot be disabled in this version of opengl\n");
490 checkGLcall("glDisable(GL_COLOR_SUM)");
492 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
493 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
494 checkGLcall("glFinalCombinerInputNV()");
499 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
500 unsigned int i;
502 /* Note the texture color applies to all textures whereas
503 * GL_TEXTURE_ENV_COLOR applies to active only
505 float col[4];
506 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
508 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
509 /* And now the default texture color as well */
510 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
511 /* Note the WINED3DRS value applies to all textures, but GL has one
512 * per texture, so apply it now ready to be used!
514 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
515 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
516 checkGLcall("glActiveTextureARB");
517 } else if (i>0) {
518 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
521 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
522 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
524 } else {
525 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
529 static void
530 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
531 #if 0 /* Don't use OpenGL 2.0 calls for now */
532 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
533 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
534 checkGLcall("glStencilFuncSeparate(...)");
535 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
536 checkGLcall("glStencilOpSeparate(...)");
538 else
539 #endif
540 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
541 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
542 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
543 GL_EXTCALL(glActiveStencilFaceEXT(face));
544 checkGLcall("glActiveStencilFaceEXT(...)");
545 glStencilFunc(func, ref, mask);
546 checkGLcall("glStencilFunc(...)");
547 glStencilOp(stencilFail, depthFail, stencilPass);
548 checkGLcall("glStencilOp(...)");
549 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
550 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
551 checkGLcall("glStencilFuncSeparateATI(...)");
552 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
553 checkGLcall("glStencilOpSeparateATI(...)");
554 } else {
555 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
559 static void
560 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock) {
561 DWORD onesided_enable = FALSE;
562 DWORD twosided_enable = FALSE;
563 GLint func = GL_ALWAYS;
564 GLint func_ccw = GL_ALWAYS;
565 GLint ref = 0;
566 GLuint mask = 0;
567 GLint stencilFail = GL_KEEP;
568 GLint depthFail = GL_KEEP;
569 GLint stencilPass = GL_KEEP;
570 GLint stencilFail_ccw = GL_KEEP;
571 GLint depthFail_ccw = GL_KEEP;
572 GLint stencilPass_ccw = GL_KEEP;
574 if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
575 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
576 if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
577 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
578 if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
579 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
580 func = GL_ALWAYS;
581 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
582 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
583 func = GL_ALWAYS;
584 if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
585 ref = stateblock->renderState[WINED3DRS_STENCILREF];
586 if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
587 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
588 if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
589 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
590 if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
591 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
592 if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
593 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
594 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
595 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
596 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
597 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
598 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
599 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
601 TRACE("(onesided %d, twosided %d, ref %x, mask %x, \
602 GL_FRONT: func: %x, fail %x, zfail %x, zpass %x \
603 GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
604 onesided_enable, twosided_enable, ref, mask,
605 func, stencilFail, depthFail, stencilPass,
606 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
608 if (twosided_enable) {
609 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
610 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
611 } else {
612 if (onesided_enable) {
613 glEnable(GL_STENCIL_TEST);
614 checkGLcall("glEnable GL_STENCIL_TEST");
615 glStencilFunc(func, ref, mask);
616 checkGLcall("glStencilFunc(...)");
617 glStencilOp(stencilFail, depthFail, stencilPass);
618 checkGLcall("glStencilOp(...)");
619 } else {
620 glDisable(GL_STENCIL_TEST);
621 checkGLcall("glDisable GL_STENCIL_TEST");
626 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
627 glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
628 checkGLcall("glStencilMask");
631 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock) {
632 /* TODO: Put this into the vertex type block once that is in the state table */
633 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
634 float fogstart, fogend;
636 union {
637 DWORD d;
638 float f;
639 } tmpvalue;
641 if (!fogenable) {
642 /* No fog? Disable it, and we're done :-) */
643 glDisable(GL_FOG);
644 checkGLcall("glDisable GL_FOG");
647 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
648 fogstart = tmpvalue.f;
649 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
650 fogend = tmpvalue.f;
652 /* Activate when vertex shaders are in the state table */
653 if(stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function &&
654 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog) {
655 glFogi(GL_FOG_MODE, GL_LINEAR);
656 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
657 fogstart = 1.0;
658 fogend = 0.0;
659 stateblock->wineD3DDevice->last_was_foggy_shader = TRUE;
661 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
662 * the system will apply only pixel(=table) fog effects."
664 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == D3DFOG_NONE) {
665 glHint(GL_FOG_HINT, GL_FASTEST);
666 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
673 case D3DFOG_EXP: {
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");
681 break;
684 case D3DFOG_EXP2: {
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");
692 break;
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");
703 break;
706 case D3DFOG_NONE: {
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)");
716 fogstart = 0xff;
717 fogend = 0x0;
718 } else {
719 /* Disable GL fog, handle this in software in drawStridedSlow */
720 fogenable = FALSE;
722 break;
724 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
726 } else {
727 glHint(GL_FOG_HINT, GL_NICEST);
728 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
729 stateblock->wineD3DDevice->last_was_foggy_shader = FALSE;
731 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
732 case D3DFOG_EXP:
733 glFogi(GL_FOG_MODE, GL_EXP);
734 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
735 if(GL_SUPPORT(EXT_FOG_COORD)) {
736 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
737 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
739 break;
741 case D3DFOG_EXP2:
742 glFogi(GL_FOG_MODE, GL_EXP2);
743 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
744 if(GL_SUPPORT(EXT_FOG_COORD)) {
745 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
746 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
748 break;
750 case D3DFOG_LINEAR:
751 glFogi(GL_FOG_MODE, GL_LINEAR);
752 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
753 if(GL_SUPPORT(EXT_FOG_COORD)) {
754 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
755 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
757 break;
759 case D3DFOG_NONE: /* Won't happen */
760 default:
761 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
765 if(fogenable) {
766 glEnable(GL_FOG);
767 checkGLcall("glEnable GL_FOG");
769 glFogfv(GL_FOG_START, &fogstart);
770 checkGLcall("glFogf(GL_FOG_START, fogstart");
771 TRACE("Fog Start == %f\n", fogstart);
773 glFogfv(GL_FOG_END, &fogend);
774 checkGLcall("glFogf(GL_FOG_END, fogend");
775 TRACE("Fog End == %f\n", fogend);
776 } else {
777 glDisable(GL_FOG);
778 checkGLcall("glDisable GL_FOG");
781 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
782 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
786 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
787 float col[4];
788 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
789 /* Set the default alpha blend color */
790 glFogfv(GL_FOG_COLOR, &col[0]);
791 checkGLcall("glFog GL_FOG_COLOR");
794 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock) {
795 union {
796 DWORD d;
797 float f;
798 } tmpvalue;
799 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
800 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
801 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
804 /* TODO: Merge with primitive type + init_materials()!! */
805 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock) {
806 GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
808 if (stateblock->renderState[WINED3DRS_COLORVERTEX]) {
809 TRACE("diff %d, amb %d, emis %d, spec %d\n",
810 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
811 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
812 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
813 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
815 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
816 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
817 Parm = GL_AMBIENT_AND_DIFFUSE;
818 } else {
819 Parm = GL_DIFFUSE;
821 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
822 Parm = GL_AMBIENT;
823 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
824 Parm = GL_EMISSION;
825 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
826 Parm = GL_SPECULAR;
827 } else {
828 Parm = -1;
831 if (Parm == -1) {
832 if (stateblock->wineD3DDevice->tracking_color != DISABLED_TRACKING) stateblock->wineD3DDevice->tracking_color = NEEDS_DISABLE;
833 } else {
834 stateblock->wineD3DDevice->tracking_color = NEEDS_TRACKING;
835 stateblock->wineD3DDevice->tracking_parm = Parm;
838 } else {
839 if (stateblock->wineD3DDevice->tracking_color != DISABLED_TRACKING) stateblock->wineD3DDevice->tracking_color = NEEDS_DISABLE;
843 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock) {
844 union {
845 DWORD d;
846 WINED3DLINEPATTERN lp;
847 } tmppattern;
848 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
850 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
852 if (tmppattern.lp.wRepeatFactor) {
853 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
854 checkGLcall("glLineStipple(repeat, linepattern)");
855 glEnable(GL_LINE_STIPPLE);
856 checkGLcall("glEnable(GL_LINE_STIPPLE);");
857 } else {
858 glDisable(GL_LINE_STIPPLE);
859 checkGLcall("glDisable(GL_LINE_STIPPLE);");
863 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
864 union {
865 DWORD d;
866 float f;
867 } tmpvalue;
869 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
870 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
871 TRACE("ZBias value %f\n", tmpvalue.f);
872 glPolygonOffset(0, -tmpvalue.f);
873 checkGLcall("glPolygonOffset(0, -Value)");
874 glEnable(GL_POLYGON_OFFSET_FILL);
875 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
876 glEnable(GL_POLYGON_OFFSET_LINE);
877 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
878 glEnable(GL_POLYGON_OFFSET_POINT);
879 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
880 } else {
881 glDisable(GL_POLYGON_OFFSET_FILL);
882 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
883 glDisable(GL_POLYGON_OFFSET_LINE);
884 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
885 glDisable(GL_POLYGON_OFFSET_POINT);
886 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
891 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock) {
892 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
893 glEnable(GL_NORMALIZE);
894 checkGLcall("glEnable(GL_NORMALIZE);");
895 } else {
896 glDisable(GL_NORMALIZE);
897 checkGLcall("glDisable(GL_NORMALIZE);");
901 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock) {
902 union {
903 DWORD d;
904 float f;
905 } tmpvalue;
907 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
908 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
909 TRACE("Set point size to %f\n", tmpvalue.f);
910 glPointSize(tmpvalue.f);
911 checkGLcall("glPointSize(...);");
914 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock) {
915 union {
916 DWORD d;
917 float f;
918 } tmpvalue;
920 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
921 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
922 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
923 checkGLcall("glPointParameterfARB(...");
925 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
926 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
927 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
928 checkGLcall("glPointParameterfEXT(...);");
929 } else {
930 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl\n");
934 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock) {
935 union {
936 DWORD d;
937 float f;
938 } tmpvalue;
940 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
941 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
942 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
943 checkGLcall("glPointParameterfARB(...");
945 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
946 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
947 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
948 checkGLcall("glPointParameterfEXT(...);");
949 } else {
950 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl\n");
954 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock) {
955 /* TODO: Group this with the viewport */
957 * POINTSCALEENABLE controls how point size value is treated. If set to
958 * true, the point size is scaled with respect to height of viewport.
959 * When set to false point size is in pixels.
961 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
964 /* Default values */
965 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
968 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
969 * This means that OpenGL will clamp really small point sizes to 1.0f.
970 * To correct for this we need to multiply by the scale factor when sizes
971 * are less than 1.0f. scale_factor = 1.0f / point_size.
973 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
974 if(pointSize > 0.0f) {
975 GLfloat scaleFactor;
977 if(pointSize < 1.0f) {
978 scaleFactor = pointSize * pointSize;
979 } else {
980 scaleFactor = 1.0f;
983 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
984 att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
985 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
986 att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
987 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
988 att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
989 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
993 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
994 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
995 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
997 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
998 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
999 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1000 } else {
1001 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1005 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1006 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1008 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1009 Value & D3DCOLORWRITEENABLE_RED ? 1 : 0,
1010 Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1011 Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1012 Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1013 glColorMask(Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1014 Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1015 Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1016 Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1017 checkGLcall("glColorMask(...)");
1019 /* depends on WINED3DRS_COLORWRITEENABLE. */
1020 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1021 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1022 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1023 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1024 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1025 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1026 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1030 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1031 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1032 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1033 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1034 } else {
1035 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1036 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1040 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1041 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1042 TRACE("Last Pixel Drawing Enabled\n");
1043 } else {
1044 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1048 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1049 /* TODO: NV_POINT_SPRITE */
1050 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1051 TRACE("Point sprites not supported\n");
1052 return;
1055 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1056 glEnable(GL_POINT_SPRITE_ARB);
1057 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1058 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
1059 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
1060 } else {
1061 glDisable(GL_POINT_SPRITE_ARB);
1062 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1063 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
1064 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
1068 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1070 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1071 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1072 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1073 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1074 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1076 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1078 TRACE("Stub\n");
1079 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1080 stateblock->renderState[WINED3DRS_WRAP1] ||
1081 stateblock->renderState[WINED3DRS_WRAP2] ||
1082 stateblock->renderState[WINED3DRS_WRAP3] ||
1083 stateblock->renderState[WINED3DRS_WRAP4] ||
1084 stateblock->renderState[WINED3DRS_WRAP5] ||
1085 stateblock->renderState[WINED3DRS_WRAP6] ||
1086 stateblock->renderState[WINED3DRS_WRAP7] ||
1087 stateblock->renderState[WINED3DRS_WRAP8] ||
1088 stateblock->renderState[WINED3DRS_WRAP9] ||
1089 stateblock->renderState[WINED3DRS_WRAP10] ||
1090 stateblock->renderState[WINED3DRS_WRAP11] ||
1091 stateblock->renderState[WINED3DRS_WRAP12] ||
1092 stateblock->renderState[WINED3DRS_WRAP13] ||
1093 stateblock->renderState[WINED3DRS_WRAP14] ||
1094 stateblock->renderState[WINED3DRS_WRAP15] ) {
1095 ERR("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1099 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1100 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1101 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1102 glEnable(GL_MULTISAMPLE_ARB);
1103 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1104 } else {
1105 glDisable(GL_MULTISAMPLE_ARB);
1106 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1108 } else {
1109 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1110 ERR("Multisample antialiasing not supported by gl\n");
1115 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1116 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1117 glEnable(GL_SCISSOR_TEST);
1118 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1119 } else {
1120 glDisable(GL_SCISSOR_TEST);
1121 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1125 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1126 union {
1127 DWORD d;
1128 float f;
1129 } tmpvalue;
1131 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1132 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1133 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1134 glEnable(GL_POLYGON_OFFSET_FILL);
1135 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1136 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1137 checkGLcall("glPolygonOffset(...)");
1138 } else {
1139 glDisable(GL_POLYGON_OFFSET_FILL);
1140 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1144 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1145 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1146 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1147 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1148 } else {
1149 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1150 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1154 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1155 TRACE("Stub\n");
1156 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1157 ERR(" Stippled Alpha not supported yet.\n");
1160 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1161 TRACE("Stub\n");
1162 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1163 ERR(" Antialias not supported yet.\n");
1166 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1167 TRACE("Stub\n");
1168 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1169 ERR("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1172 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1173 TRACE("Stub\n");
1174 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != D3DPATCHEDGE_DISCRETE)
1175 ERR("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1178 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1179 union {
1180 DWORD d;
1181 float f;
1182 } tmpvalue;
1183 tmpvalue.f = 1.0f;
1185 TRACE("Stub\n");
1186 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1187 ERR("(WINED3DRS_PATCHSEGMENTS,%d) not yet implemented\n", tmpvalue.d);
1190 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1191 TRACE("Stub\n");
1192 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != D3DDEGREE_CUBIC)
1193 ERR("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1196 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1197 TRACE("Stub\n");
1198 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != D3DDEGREE_LINEAR)
1199 ERR("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1202 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1203 TRACE("Stub\n");
1204 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1205 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1209 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1210 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1211 ERR("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1214 static void state_seperateblend(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1215 TRACE("Stub\n");
1216 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1217 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1220 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1221 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1222 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1226 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1227 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1228 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1232 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1233 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1234 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1238 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1239 if(stateblock->renderState[WINED3DRS_ROP2]) {
1240 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1244 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1245 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1246 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1250 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1251 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1252 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1256 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1257 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1258 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1262 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1263 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1264 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1268 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1269 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1270 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1274 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1275 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1276 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1280 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1281 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1282 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1286 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1287 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1288 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1292 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1293 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1294 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1298 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1299 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1300 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1304 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1305 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1306 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1310 /* Activates the texture dimension according to the bound D3D texture.
1311 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1312 * Requires the caller to activate the correct unit before
1314 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock) {
1315 if(stateblock->textures[stage]) {
1316 glDisable(GL_TEXTURE_1D);
1317 checkGLcall("glDisable(GL_TEXTURE_1D)");
1318 switch(stateblock->textureDimensions[stage]) {
1319 case GL_TEXTURE_2D:
1320 glDisable(GL_TEXTURE_3D);
1321 checkGLcall("glDisable(GL_TEXTURE_3D)");
1322 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1323 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1324 glEnable(GL_TEXTURE_2D);
1325 checkGLcall("glEnable(GL_TEXTURE_2D)");
1326 break;
1327 case GL_TEXTURE_3D:
1328 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1329 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1330 glDisable(GL_TEXTURE_2D);
1331 checkGLcall("glDisable(GL_TEXTURE_2D)");
1332 glEnable(GL_TEXTURE_3D);
1333 checkGLcall("glEnable(GL_TEXTURE_3D)");
1334 break;
1335 case GL_TEXTURE_CUBE_MAP_ARB:
1336 glDisable(GL_TEXTURE_2D);
1337 checkGLcall("glDisable(GL_TEXTURE_2D)");
1338 glDisable(GL_TEXTURE_3D);
1339 checkGLcall("glDisable(GL_TEXTURE_3D)");
1340 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1341 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1342 break;
1344 } else {
1345 glDisable(GL_TEXTURE_2D);
1346 checkGLcall("glDisable(GL_TEXTURE_2D)");
1347 glDisable(GL_TEXTURE_3D);
1348 checkGLcall("glDisable(GL_TEXTURE_3D)");
1349 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1350 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1351 glEnable(GL_TEXTURE_1D);
1352 checkGLcall("glEnable(GL_TEXTURE_1D)");
1353 /* Binding textures is done by samplers. A dummy texture will be bound */
1357 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1358 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1360 TRACE("Setting color op for stage %d\n", stage);
1362 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1363 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1364 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1365 return;
1368 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1369 /* TODO: register combiners! */
1370 if(stage != stateblock->wineD3DDevice->texUnitMap[stage]) ERR("Foo: %d is %d!\n", stage, stateblock->wineD3DDevice->texUnitMap[stage]);
1371 if(stateblock->wineD3DDevice->texUnitMap[stage] >= GL_LIMITS(sampler_stages)) {
1372 if(stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1373 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1374 FIXME("Attempt to enable unsupported stage!\n");
1376 return;
1378 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[stage]));
1379 checkGLcall("glActiveTextureARB");
1380 } else if (stage > 0) {
1381 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1382 return;
1385 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1386 if(stateblock->lowest_disabled_stage > 0) {
1387 glEnable(GL_REGISTER_COMBINERS_NV);
1388 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1389 } else {
1390 glDisable(GL_REGISTER_COMBINERS_NV);
1393 if(stage >= stateblock->lowest_disabled_stage) {
1394 TRACE("Stage disabled\n");
1395 /* Disable everything here */
1396 glDisable(GL_TEXTURE_1D);
1397 checkGLcall("glDisable(GL_TEXTURE_1D)");
1398 glDisable(GL_TEXTURE_2D);
1399 checkGLcall("glDisable(GL_TEXTURE_2D)");
1400 glDisable(GL_TEXTURE_3D);
1401 checkGLcall("glDisable(GL_TEXTURE_3D)");
1402 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1403 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1404 /* All done */
1405 return;
1408 activate_dimensions(stage, stateblock);
1410 /* Set the texture combiners */
1411 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1412 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1413 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1414 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1415 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1416 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1417 stateblock->wineD3DDevice->texUnitMap[stage]);
1418 } else {
1419 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1420 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1421 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1422 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1423 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1427 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1428 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1430 TRACE("Setting alpha op for stage %d\n", stage);
1431 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1432 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1433 /* TODO: register combiners! */
1434 if(stage >= GL_LIMITS(sampler_stages)) {
1435 if(stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1436 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1437 FIXME("Attempt to enable unsupported stage!\n");
1439 return;
1441 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[stage]));
1442 checkGLcall("glActiveTextureARB");
1443 } else if (stage > 0) {
1444 /* We can't do anything here */
1445 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1446 return;
1449 TRACE("Setting alpha op for stage %d\n", stage);
1450 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1451 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1452 stateblock->textureState[stage][WINED3DTSS_ALPHAOP],
1453 stateblock->textureState[stage][WINED3DTSS_ALPHAARG1],
1454 stateblock->textureState[stage][WINED3DTSS_ALPHAARG2],
1455 stateblock->textureState[stage][WINED3DTSS_ALPHAARG0],
1456 stateblock->wineD3DDevice->texUnitMap[stage]);
1457 } else {
1458 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage, stateblock->textureState[stage][WINED3DTSS_ALPHAOP],
1459 stateblock->textureState[stage][WINED3DTSS_ALPHAARG1],
1460 stateblock->textureState[stage][WINED3DTSS_ALPHAARG2],
1461 stateblock->textureState[stage][WINED3DTSS_ALPHAARG0]);
1465 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1466 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1468 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1469 if(texUnit >= GL_LIMITS(sampler_stages)) {
1470 return;
1472 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[texUnit]));
1473 checkGLcall("glActiveTextureARB");
1474 } else if (texUnit > 0) {
1475 /* We can't do anything here */
1476 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1477 return;
1480 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1481 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1482 (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
1486 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1487 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1489 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1490 /* TODO: register combiners! */
1491 if(stage >= GL_LIMITS(sampler_stages)) {
1492 return;
1494 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[stage]));
1495 checkGLcall("glActiveTextureARB");
1496 } else if (stage > 0) {
1497 /* We can't do anything here */
1498 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1499 return;
1502 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1504 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1505 * one flag, you can still specify an index value, which the system uses to
1506 * determine the texture wrapping mode.
1507 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1508 * means use the vertex position (camera-space) as the input texture coordinates
1509 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1510 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1511 * to the TEXCOORDINDEX value
1515 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1517 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1518 case WINED3DTSS_TCI_PASSTHRU:
1519 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1520 glDisable(GL_TEXTURE_GEN_S);
1521 glDisable(GL_TEXTURE_GEN_T);
1522 glDisable(GL_TEXTURE_GEN_R);
1523 glDisable(GL_TEXTURE_GEN_Q);
1524 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1525 break;
1527 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1528 /* CameraSpacePosition means use the vertex position, transformed to camera space,
1529 * as the input texture coordinates for this stage's texture transformation. This
1530 * equates roughly to EYE_LINEAR
1533 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1534 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1535 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1536 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1537 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1539 glMatrixMode(GL_MODELVIEW);
1540 glPushMatrix();
1541 glLoadIdentity();
1542 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1543 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1544 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1545 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1546 glPopMatrix();
1548 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1549 glEnable(GL_TEXTURE_GEN_S);
1550 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1551 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1552 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1553 glEnable(GL_TEXTURE_GEN_T);
1554 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1555 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1556 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1557 glEnable(GL_TEXTURE_GEN_R);
1558 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1559 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1560 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1562 break;
1564 case WINED3DTSS_TCI_CAMERASPACENORMAL:
1566 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1567 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1568 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1569 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1570 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1571 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1573 glMatrixMode(GL_MODELVIEW);
1574 glPushMatrix();
1575 glLoadIdentity();
1576 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1577 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1578 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1579 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1580 glPopMatrix();
1582 glEnable(GL_TEXTURE_GEN_S);
1583 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1584 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1585 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1586 glEnable(GL_TEXTURE_GEN_T);
1587 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1588 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1589 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1590 glEnable(GL_TEXTURE_GEN_R);
1591 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1592 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1593 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1596 break;
1598 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
1600 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1601 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1602 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1603 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1604 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1605 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
1607 glMatrixMode(GL_MODELVIEW);
1608 glPushMatrix();
1609 glLoadIdentity();
1610 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1611 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1612 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1613 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1614 glPopMatrix();
1616 glEnable(GL_TEXTURE_GEN_S);
1617 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1618 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1619 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1620 glEnable(GL_TEXTURE_GEN_T);
1621 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1622 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1623 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1624 glEnable(GL_TEXTURE_GEN_R);
1625 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1626 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1627 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1630 break;
1632 /* Unhandled types: */
1633 default:
1634 /* Todo: */
1635 /* ? disable GL_TEXTURE_GEN_n ? */
1636 glDisable(GL_TEXTURE_GEN_S);
1637 glDisable(GL_TEXTURE_GEN_T);
1638 glDisable(GL_TEXTURE_GEN_R);
1639 glDisable(GL_TEXTURE_GEN_Q);
1640 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
1641 break;
1644 /* Update the texture matrix */
1645 if(!isStateDirty(stateblock->wineD3DDevice, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
1646 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock);
1650 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1651 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1652 union {
1653 DWORD d;
1654 float f;
1655 } tmpvalue;
1657 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
1658 if(tmpvalue.f != 0.0) {
1659 ERR("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
1663 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1664 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1665 union {
1666 DWORD d;
1667 float f;
1668 } tmpvalue;
1670 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
1671 if(tmpvalue.f != 0.0) {
1672 ERR("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
1676 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1677 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1679 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != D3DTA_CURRENT) {
1680 ERR("WINED3DTSS_RESULTARG not supported yet\n");
1684 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1685 DWORD sampler = state - STATE_SAMPLER(0);
1686 union {
1687 float f;
1688 DWORD d;
1689 } tmpvalue;
1691 TRACE("Sampler: %d\n", sampler);
1692 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
1693 * only has to bind textures and set the per texture states
1695 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1696 /* TODO: register combiners! */
1697 if(sampler >= GL_LIMITS(sampler_stages)) {
1698 return;
1700 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[sampler]));
1701 checkGLcall("glActiveTextureARB");
1702 } else if (sampler > 0) {
1703 /* We can't do anything here */
1704 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1705 return;
1708 if(stateblock->textures[sampler]) {
1710 /* NP2 textures need the texture matrix set properly for the stage */
1711 if(wined3d_settings.nonpower2_mode == NP2_NATIVE && sampler < MAX_TEXTURES - 1 &&
1712 stateblock->textureDimensions[sampler] == GL_TEXTURE_2D &&
1713 (((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
1714 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) ) {
1715 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock);
1718 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
1719 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
1721 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1722 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
1723 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1724 GL_TEXTURE_LOD_BIAS_EXT,
1725 tmpvalue.f);
1726 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1729 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
1730 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1731 /* Using a pixel shader? Verify the sampler types */
1733 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
1734 * dimensions because the shader knows from which texture type to sample from. For the sake of
1735 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
1736 * dimensions. This should make wrong sampling sources visible :-)
1738 glEnable(stateblock->textureDimensions[sampler]);
1739 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
1740 } else if(sampler < stateblock->lowest_disabled_stage) {
1741 activate_dimensions(sampler, stateblock);
1743 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
1744 /* If color keying is enabled update the alpha test, it depends on the existance
1745 * of a color key in stage 0
1747 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock);
1750 } else if(sampler < GL_LIMITS(texture_stages)) {
1751 if(sampler < stateblock->lowest_disabled_stage) {
1752 /* TODO: Check if the colorop is dirty to do that job
1753 * TODO: What should I do with pixel shaders here ???
1755 activate_dimensions(sampler, stateblock);
1756 } /* Otherwise tex_colorop disables the stage */
1757 glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
1758 checkGLcall("glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
1762 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1763 int i;
1765 if(stateblock->pixelShader && ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.function != NULL) {
1766 if(!stateblock->wineD3DDevice->last_was_pshader) {
1767 /* Former draw without a pixel shader, some samplers
1768 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
1769 * make sure to enable them
1771 for(i=0; i < MAX_SAMPLERS; i++) {
1772 if(!isStateDirty(stateblock->wineD3DDevice, STATE_SAMPLER(i))) {
1773 sampler(STATE_SAMPLER(i), stateblock);
1776 } else {
1777 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
1778 * if a different texture was bound. I don't have to do anything.
1782 /* Compile and bind the shader */
1783 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
1785 #if 0
1786 /* Can't do that here right now, because glsl shaders depend on having both pixel and vertex shader
1787 * setup at the same time. The shader_select call will be done by drawprim until vertex shaders are
1788 * moved to the state table too
1790 stateblock->wineD3DDevice->shader_backend->shader_select(
1791 (IWineD3DDevice *) stateblock->wineD3DDevice,
1792 TRUE,
1793 !stateblock->vertexShader ? FALSE : ((IWineD3DVertexShaderImpl *) stateblock->vertexShader)->baseShader.function != NULL);
1794 #endif
1795 stateblock->wineD3DDevice->last_was_pshader = TRUE;
1796 } else {
1797 /* Disabled the pixel shader - color ops weren't applied
1798 * while it was enabled, so re-apply them.
1800 for(i=0; i < MAX_TEXTURES; i++) {
1801 if(!isStateDirty(stateblock->wineD3DDevice, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
1802 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock);
1805 stateblock->wineD3DDevice->last_was_pshader = FALSE;
1807 #if 0
1808 stateblock->wineD3DDevice->shader_backend->shader_select(
1809 (IWineD3DDevice *) stateblock->wineD3DDevice,
1810 FALSE,
1811 !stateblock->vertexShader ? FALSE : ((IWineD3DVertexShaderImpl *) stateblock->vertexShader)->baseShader.function != NULL);
1812 #endif
1816 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1817 /* Do not bother applying when we're in rhw mode. vertexdeclaration() will call
1818 * transform_world if it switches out of rhw mode. This function is also called
1819 * by transform_view below if the view matrix was changed
1821 if(stateblock->wineD3DDevice->last_was_rhw) {
1822 return;
1824 glMatrixMode(GL_MODELVIEW);
1825 checkGLcall("glMatrixMode");
1827 /* In the general case, the view matrix is the identity matrix */
1828 if (stateblock->wineD3DDevice->view_ident) {
1829 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
1830 checkGLcall("glLoadMatrixf");
1831 } else {
1832 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
1833 checkGLcall("glLoadMatrixf");
1834 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
1835 checkGLcall("glMultMatrixf");
1839 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1840 unsigned int k;
1842 /* If we are changing the View matrix, reset the light and clipping planes to the new view
1843 * NOTE: We have to reset the positions even if the light/plane is not currently
1844 * enabled, since the call to enable it will not reset the position.
1845 * NOTE2: Apparently texture transforms do NOT need reapplying
1848 PLIGHTINFOEL *lightChain = NULL;
1850 glMatrixMode(GL_MODELVIEW);
1851 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1852 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
1853 checkGLcall("glLoadMatrixf(...)");
1855 /* Reset lights. TODO: Call light apply func */
1856 lightChain = stateblock->lights;
1857 while (lightChain && lightChain->glIndex != -1) {
1858 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
1859 checkGLcall("glLightfv posn");
1860 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
1861 checkGLcall("glLightfv dirn");
1862 lightChain = lightChain->next;
1865 /* Reset Clipping Planes if clipping is enabled. TODO: Call clipplane apply func */
1866 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
1867 glClipPlane(GL_CLIP_PLANE0 + k, stateblock->clipplane[k]);
1868 checkGLcall("glClipPlane");
1871 if(stateblock->wineD3DDevice->last_was_rhw) {
1872 glLoadIdentity();
1873 checkGLcall("glLoadIdentity()");
1874 /* No need to update the world matrix, the identity is fine */
1875 return;
1878 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
1879 * No need to do it here if the state is scheduled for update.
1881 if(!isStateDirty(stateblock->wineD3DDevice, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
1882 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock);
1886 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateBlock) {
1887 WARN("World matrix 1 - 255 not supported yet\n");
1890 static const GLfloat invymat[16] = {
1891 1.0f, 0.0f, 0.0f, 0.0f,
1892 0.0f, -1.0f, 0.0f, 0.0f,
1893 0.0f, 0.0f, 1.0f, 0.0f,
1894 0.0f, 0.0f, 0.0f, 1.0f};
1896 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
1897 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
1898 BOOL transformed, lit;
1899 /* Some stuff is in the device until we have per context tracking */
1900 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1901 BOOL wasrhw = device->last_was_rhw;
1903 device->streamFixedUp = FALSE;
1905 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
1906 * here simply check whether a shader was set, or the user disabled shaders
1908 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
1909 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
1910 useVertexShaderFunction = TRUE;
1912 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog != device->last_was_foggy_shader) {
1913 updateFog = TRUE;
1915 } else if(device->last_was_foggy_shader) {
1916 updateFog = TRUE;
1919 if(device->up_strided) {
1921 /* Note: this is a ddraw fixed-function code path */
1922 TRACE("================ Strided Input ===================\n");
1923 memcpy(&device->strided_streams, device->up_strided, sizeof(device->strided_streams));
1925 else if (stateblock->vertexDecl || stateblock->vertexShader) {
1926 /* Note: This is a fixed function or shader codepath.
1927 * This means it must handle both types of strided data.
1928 * Shaders must go through here to zero the strided data, even if they
1929 * don't set any declaration at all
1931 TRACE("================ Vertex Declaration ===================\n");
1932 memset(&device->strided_streams, 0, sizeof(device->strided_streams));
1934 if (stateblock->vertexDecl != NULL ||
1935 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->vertexDeclaration != NULL) {
1937 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device, useVertexShaderFunction,
1938 &device->strided_streams, &device->streamFixedUp);
1940 } else {
1941 /* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
1942 * It is reachable through d3d8, but only for fixed-function.
1943 * It will not work properly for shaders.
1945 TRACE("================ FVF ===================\n");
1946 memset(&device->strided_streams, 0, sizeof(device->strided_streams));
1947 primitiveConvertToStridedData((IWineD3DDevice *) device, &device->strided_streams,
1948 &device->streamFixedUp);
1950 /* Do I have to use ? TRUE : FALSE ? Or can I rely on 15==15 beeing equal to TRUE(=1)? */
1951 transformed = ((device->strided_streams.u.s.position.lpData != NULL ||
1952 device->strided_streams.u.s.position.VBO != 0) &&
1953 device->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
1954 lit = device->strided_streams.u.s.normal.lpData == NULL &&
1955 device->strided_streams.u.s.normal.VBO == 0;
1957 if(transformed != device->last_was_rhw && !useVertexShaderFunction) {
1958 updateFog = TRUE;
1961 /* TODO: The vertex declaration changes lighting, but lighting doesn't affect the vertex declaration and the
1962 * stream sources. This can be handled nicer
1964 if(stateblock->renderState[WINED3DRS_LIGHTING] && !lit) {
1965 glEnable(GL_LIGHTING);
1966 checkGLcall("glEnable(GL_LIGHTING)");
1967 } else {
1968 glDisable(GL_LIGHTING);
1969 checkGLcall("glDisable(GL_LIGHTING");
1972 if (!useVertexShaderFunction && transformed) {
1973 d3ddevice_set_ortho(device);
1975 } else {
1977 /* Untransformed, so relies on the view and projection matrices */
1978 device->last_was_rhw = FALSE;
1979 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
1980 device->untransformed = TRUE;
1982 /* Don't bother checking for !useVertexShaderFunction here. If shaders are always on wasrhw will never
1983 * be true. If they are switched on and off then knowing that the fixed function matrices are ok makes
1984 * those switches cheaper
1986 if (wasrhw) {
1987 /* switching out of orthogonal mode? have to reapply the modelview matrix.
1988 * Only do that when it is not dirty though
1990 if(!isStateDirty(device, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
1991 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock);
1995 if (!useVertexShaderFunction) {
1996 device->proj_valid = TRUE;
1997 glMatrixMode(GL_PROJECTION);
1998 checkGLcall("glMatrixMode");
2000 /* The rule is that the window coordinate 0 does not correspond to the
2001 beginning of the first pixel, but the center of the first pixel.
2002 As a consequence if you want to correctly draw one line exactly from
2003 the left to the right end of the viewport (with all matrices set to
2004 be identity), the x coords of both ends of the line would be not
2005 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2006 instead. */
2007 glLoadIdentity();
2009 glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
2010 checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
2012 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2013 * render everything upside down when rendering offscreen. */
2014 if (device->render_offscreen) {
2015 glMultMatrixf(invymat);
2016 checkGLcall("glMultMatrixf(invymat)");
2018 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2019 checkGLcall("glLoadMatrixf");
2022 /* Vertex Shader output is already transformed, so set up identity matrices */
2023 if (useVertexShaderFunction) {
2024 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
2025 device->posFixup[2] = 0.9 / stateblock->viewport.Width;
2026 device->posFixup[3] = -0.9 / stateblock->viewport.Height;
2028 device->last_was_rhw = FALSE;
2031 /* Setup fogging */
2032 if(updateFog) {
2033 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock);
2037 const struct StateEntry StateTable[] =
2039 /* State name representative, apply function */
2040 { /* 0, Undefined */ 0, state_undefined },
2041 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
2042 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
2043 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
2044 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
2045 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
2046 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
2047 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
2048 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
2049 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
2050 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
2051 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
2052 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
2053 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
2054 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
2055 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
2056 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
2057 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
2058 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
2059 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
2060 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
2061 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
2062 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
2063 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
2064 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
2065 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
2066 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
2067 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
2068 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
2069 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
2070 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
2071 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
2072 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
2073 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
2074 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
2075 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
2076 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
2077 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
2078 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
2079 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
2080 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
2081 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
2082 { /* 42, undefined */ 0, state_undefined },
2083 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
2084 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
2085 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
2086 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
2087 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
2088 { /* 48, WINED3DRS_RANGEFOGENABLE */ 0, state_nogl },
2089 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
2090 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
2091 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
2092 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
2093 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
2094 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
2095 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
2096 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
2097 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
2098 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
2099 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
2100 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
2101 { /* 61, Undefined */ 0, state_undefined },
2102 { /* 62, Undefined */ 0, state_undefined },
2103 { /* 63, Undefined */ 0, state_undefined },
2104 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2105 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
2106 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2107 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2108 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2109 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2110 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2111 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2112 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2113 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2114 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2115 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2116 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2117 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2118 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2119 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2120 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2121 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2122 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2123 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2124 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2125 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2126 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2127 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2128 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2129 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2130 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2131 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2132 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2133 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2134 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2135 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
2136 { /* 96, Undefined */ 0, state_undefined },
2137 { /* 97, Undefined */ 0, state_undefined },
2138 { /* 98, Undefined */ 0, state_undefined },
2139 { /* 99, Undefined */ 0, state_undefined },
2140 { /*100, Undefined */ 0, state_undefined },
2141 { /*101, Undefined */ 0, state_undefined },
2142 { /*102, Undefined */ 0, state_undefined },
2143 { /*103, Undefined */ 0, state_undefined },
2144 { /*104, Undefined */ 0, state_undefined },
2145 { /*105, Undefined */ 0, state_undefined },
2146 { /*106, Undefined */ 0, state_undefined },
2147 { /*107, Undefined */ 0, state_undefined },
2148 { /*108, Undefined */ 0, state_undefined },
2149 { /*109, Undefined */ 0, state_undefined },
2150 { /*110, Undefined */ 0, state_undefined },
2151 { /*111, Undefined */ 0, state_undefined },
2152 { /*112, Undefined */ 0, state_undefined },
2153 { /*113, Undefined */ 0, state_undefined },
2154 { /*114, Undefined */ 0, state_undefined },
2155 { /*115, Undefined */ 0, state_undefined },
2156 { /*116, Undefined */ 0, state_undefined },
2157 { /*117, Undefined */ 0, state_undefined },
2158 { /*118, Undefined */ 0, state_undefined },
2159 { /*119, Undefined */ 0, state_undefined },
2160 { /*120, Undefined */ 0, state_undefined },
2161 { /*121, Undefined */ 0, state_undefined },
2162 { /*122, Undefined */ 0, state_undefined },
2163 { /*123, Undefined */ 0, state_undefined },
2164 { /*124, Undefined */ 0, state_undefined },
2165 { /*125, Undefined */ 0, state_undefined },
2166 { /*126, Undefined */ 0, state_undefined },
2167 { /*127, Undefined */ 0, state_undefined },
2168 /* Big hole ends */
2169 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2170 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2171 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2172 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2173 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2174 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2175 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2176 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2177 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
2178 { /*137, WINED3DRS_LIGHTING */ STATE_VDECL, vertexdeclaration },
2179 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
2180 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
2181 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
2182 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
2183 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
2184 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
2185 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
2186 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
2187 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
2188 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
2189 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
2190 { /*149, Undefined */ 0, state_undefined },
2191 { /*150, Undefined */ 0, state_undefined },
2192 { /*151, WINED3DRS_VERTEXBLEND */ 0, state_nogl },
2193 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
2194 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
2195 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
2196 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
2197 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
2198 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
2199 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
2200 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
2201 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
2202 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
2203 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
2204 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
2205 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
2206 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
2207 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
2208 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
2209 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
2210 { /*169, Undefined */ 0, state_undefined },
2211 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
2212 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
2213 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
2214 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
2215 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
2216 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
2217 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
2218 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
2219 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
2220 { /*177, undefined */ 0, state_undefined },
2221 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
2222 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
2223 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
2224 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
2225 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
2226 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
2227 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
2228 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
2229 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
2230 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
2231 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
2232 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
2233 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
2234 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
2235 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
2236 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
2237 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite },
2238 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
2239 { /*196, undefined */ 0, state_undefined },
2240 { /*197, undefined */ 0, state_undefined },
2241 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2242 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2243 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2244 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2245 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2246 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2247 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2248 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
2249 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
2250 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
2251 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
2252 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
2253 /* Texture stage states */
2254 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
2255 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
2256 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
2257 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
2258 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
2259 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
2260 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
2261 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
2262 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
2263 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
2264 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2265 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2266 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2267 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2268 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2269 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2270 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2271 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2272 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2273 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2274 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2275 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2276 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2277 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
2278 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2279 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
2280 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
2281 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
2282 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2283 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2284 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2285 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2287 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2288 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2289 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2290 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
2291 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
2292 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
2293 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2294 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2295 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2296 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2297 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2298 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2299 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2300 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2301 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2302 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2303 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2304 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2305 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2306 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2307 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2308 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2309 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2310 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
2311 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2312 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
2313 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
2314 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
2315 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2316 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2317 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2318 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2320 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2321 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2322 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2323 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
2324 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
2325 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
2326 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2327 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2328 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2329 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2330 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2331 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2332 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2333 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2334 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2335 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2336 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2337 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2338 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2339 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2340 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2341 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2342 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2343 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
2344 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2345 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
2346 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
2347 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
2348 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2349 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2350 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2351 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2353 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2354 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2355 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2356 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
2357 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
2358 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
2359 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2360 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2361 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2362 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2363 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2364 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2365 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2366 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2367 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2368 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2369 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2370 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2371 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2372 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2373 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2374 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2375 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2376 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
2377 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2378 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
2379 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
2380 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
2381 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2382 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2383 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2384 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2386 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
2387 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
2388 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
2389 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
2390 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
2391 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
2392 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
2393 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
2394 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
2395 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
2396 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2397 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2398 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2399 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2400 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2401 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2402 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2403 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2404 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2405 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2406 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2407 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2408 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2409 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
2410 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2411 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
2412 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
2413 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
2414 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2415 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2416 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2417 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2419 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2420 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2421 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2422 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
2423 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
2424 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
2425 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2426 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2427 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2428 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2429 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2430 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2431 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2432 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2433 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2434 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2435 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2436 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2437 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2438 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2439 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2440 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2441 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2442 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
2443 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2444 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
2445 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
2446 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
2447 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2448 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2449 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2450 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2452 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2453 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2454 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2455 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
2456 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
2457 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
2458 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2459 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2460 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2461 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2462 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2463 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2464 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2465 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2466 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2467 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2468 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2469 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2470 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2471 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2472 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2473 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2474 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2475 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
2476 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2477 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
2478 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
2479 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
2480 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2481 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2482 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2483 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2485 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2486 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2487 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2488 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
2489 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
2490 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
2491 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2492 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2493 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2494 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2495 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
2496 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2497 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2498 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2499 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2500 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2501 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2502 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2503 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2504 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2505 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2506 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
2507 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
2508 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
2509 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2510 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
2511 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
2512 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
2513 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2514 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2515 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
2516 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
2517 /* Sampler states */
2518 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
2519 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
2520 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
2521 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
2522 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
2523 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
2524 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
2525 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
2526 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
2527 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
2528 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
2529 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
2530 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
2531 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
2532 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
2533 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
2534 /* Pixel shader */
2535 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
2536 /* Transform states follow */
2537 { /* 1, undefined */ 0, state_undefined },
2538 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
2539 { /* 3, WINED3DTS_PROJECTION */ STATE_VDECL, vertexdeclaration },
2540 { /* 4, undefined */ 0, state_undefined },
2541 { /* 5, undefined */ 0, state_undefined },
2542 { /* 6, undefined */ 0, state_undefined },
2543 { /* 7, undefined */ 0, state_undefined },
2544 { /* 8, undefined */ 0, state_undefined },
2545 { /* 9, undefined */ 0, state_undefined },
2546 { /* 10, undefined */ 0, state_undefined },
2547 { /* 11, undefined */ 0, state_undefined },
2548 { /* 12, undefined */ 0, state_undefined },
2549 { /* 13, undefined */ 0, state_undefined },
2550 { /* 14, undefined */ 0, state_undefined },
2551 { /* 15, undefined */ 0, state_undefined },
2552 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
2553 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
2554 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
2555 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
2556 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
2557 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
2558 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
2559 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
2560 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
2561 { /* 24, undefined */ 0, state_undefined },
2562 { /* 25, undefined */ 0, state_undefined },
2563 { /* 26, undefined */ 0, state_undefined },
2564 { /* 27, undefined */ 0, state_undefined },
2565 { /* 28, undefined */ 0, state_undefined },
2566 { /* 29, undefined */ 0, state_undefined },
2567 { /* 30, undefined */ 0, state_undefined },
2568 { /* 31, undefined */ 0, state_undefined },
2569 { /* 32, undefined */ 0, state_undefined },
2570 { /* 33, undefined */ 0, state_undefined },
2571 { /* 34, undefined */ 0, state_undefined },
2572 { /* 35, undefined */ 0, state_undefined },
2573 { /* 36, undefined */ 0, state_undefined },
2574 { /* 37, undefined */ 0, state_undefined },
2575 { /* 38, undefined */ 0, state_undefined },
2576 { /* 39, undefined */ 0, state_undefined },
2577 { /* 40, undefined */ 0, state_undefined },
2578 { /* 41, undefined */ 0, state_undefined },
2579 { /* 42, undefined */ 0, state_undefined },
2580 { /* 43, undefined */ 0, state_undefined },
2581 { /* 44, undefined */ 0, state_undefined },
2582 { /* 45, undefined */ 0, state_undefined },
2583 { /* 46, undefined */ 0, state_undefined },
2584 { /* 47, undefined */ 0, state_undefined },
2585 { /* 48, undefined */ 0, state_undefined },
2586 { /* 49, undefined */ 0, state_undefined },
2587 { /* 50, undefined */ 0, state_undefined },
2588 { /* 51, undefined */ 0, state_undefined },
2589 { /* 52, undefined */ 0, state_undefined },
2590 { /* 53, undefined */ 0, state_undefined },
2591 { /* 54, undefined */ 0, state_undefined },
2592 { /* 55, undefined */ 0, state_undefined },
2593 { /* 56, undefined */ 0, state_undefined },
2594 { /* 57, undefined */ 0, state_undefined },
2595 { /* 58, undefined */ 0, state_undefined },
2596 { /* 59, undefined */ 0, state_undefined },
2597 { /* 60, undefined */ 0, state_undefined },
2598 { /* 61, undefined */ 0, state_undefined },
2599 { /* 62, undefined */ 0, state_undefined },
2600 { /* 63, undefined */ 0, state_undefined },
2601 { /* 64, undefined */ 0, state_undefined },
2602 { /* 65, undefined */ 0, state_undefined },
2603 { /* 66, undefined */ 0, state_undefined },
2604 { /* 67, undefined */ 0, state_undefined },
2605 { /* 68, undefined */ 0, state_undefined },
2606 { /* 69, undefined */ 0, state_undefined },
2607 { /* 70, undefined */ 0, state_undefined },
2608 { /* 71, undefined */ 0, state_undefined },
2609 { /* 72, undefined */ 0, state_undefined },
2610 { /* 73, undefined */ 0, state_undefined },
2611 { /* 74, undefined */ 0, state_undefined },
2612 { /* 75, undefined */ 0, state_undefined },
2613 { /* 76, undefined */ 0, state_undefined },
2614 { /* 77, undefined */ 0, state_undefined },
2615 { /* 78, undefined */ 0, state_undefined },
2616 { /* 79, undefined */ 0, state_undefined },
2617 { /* 80, undefined */ 0, state_undefined },
2618 { /* 81, undefined */ 0, state_undefined },
2619 { /* 82, undefined */ 0, state_undefined },
2620 { /* 83, undefined */ 0, state_undefined },
2621 { /* 84, undefined */ 0, state_undefined },
2622 { /* 85, undefined */ 0, state_undefined },
2623 { /* 86, undefined */ 0, state_undefined },
2624 { /* 87, undefined */ 0, state_undefined },
2625 { /* 88, undefined */ 0, state_undefined },
2626 { /* 89, undefined */ 0, state_undefined },
2627 { /* 90, undefined */ 0, state_undefined },
2628 { /* 91, undefined */ 0, state_undefined },
2629 { /* 92, undefined */ 0, state_undefined },
2630 { /* 93, undefined */ 0, state_undefined },
2631 { /* 94, undefined */ 0, state_undefined },
2632 { /* 95, undefined */ 0, state_undefined },
2633 { /* 96, undefined */ 0, state_undefined },
2634 { /* 97, undefined */ 0, state_undefined },
2635 { /* 98, undefined */ 0, state_undefined },
2636 { /* 99, undefined */ 0, state_undefined },
2637 { /*100, undefined */ 0, state_undefined },
2638 { /*101, undefined */ 0, state_undefined },
2639 { /*102, undefined */ 0, state_undefined },
2640 { /*103, undefined */ 0, state_undefined },
2641 { /*104, undefined */ 0, state_undefined },
2642 { /*105, undefined */ 0, state_undefined },
2643 { /*106, undefined */ 0, state_undefined },
2644 { /*107, undefined */ 0, state_undefined },
2645 { /*108, undefined */ 0, state_undefined },
2646 { /*109, undefined */ 0, state_undefined },
2647 { /*110, undefined */ 0, state_undefined },
2648 { /*111, undefined */ 0, state_undefined },
2649 { /*112, undefined */ 0, state_undefined },
2650 { /*113, undefined */ 0, state_undefined },
2651 { /*114, undefined */ 0, state_undefined },
2652 { /*115, undefined */ 0, state_undefined },
2653 { /*116, undefined */ 0, state_undefined },
2654 { /*117, undefined */ 0, state_undefined },
2655 { /*118, undefined */ 0, state_undefined },
2656 { /*119, undefined */ 0, state_undefined },
2657 { /*120, undefined */ 0, state_undefined },
2658 { /*121, undefined */ 0, state_undefined },
2659 { /*122, undefined */ 0, state_undefined },
2660 { /*123, undefined */ 0, state_undefined },
2661 { /*124, undefined */ 0, state_undefined },
2662 { /*125, undefined */ 0, state_undefined },
2663 { /*126, undefined */ 0, state_undefined },
2664 { /*127, undefined */ 0, state_undefined },
2665 { /*128, undefined */ 0, state_undefined },
2666 { /*129, undefined */ 0, state_undefined },
2667 { /*130, undefined */ 0, state_undefined },
2668 { /*131, undefined */ 0, state_undefined },
2669 { /*132, undefined */ 0, state_undefined },
2670 { /*133, undefined */ 0, state_undefined },
2671 { /*134, undefined */ 0, state_undefined },
2672 { /*135, undefined */ 0, state_undefined },
2673 { /*136, undefined */ 0, state_undefined },
2674 { /*137, undefined */ 0, state_undefined },
2675 { /*138, undefined */ 0, state_undefined },
2676 { /*139, undefined */ 0, state_undefined },
2677 { /*140, undefined */ 0, state_undefined },
2678 { /*141, undefined */ 0, state_undefined },
2679 { /*142, undefined */ 0, state_undefined },
2680 { /*143, undefined */ 0, state_undefined },
2681 { /*144, undefined */ 0, state_undefined },
2682 { /*145, undefined */ 0, state_undefined },
2683 { /*146, undefined */ 0, state_undefined },
2684 { /*147, undefined */ 0, state_undefined },
2685 { /*148, undefined */ 0, state_undefined },
2686 { /*149, undefined */ 0, state_undefined },
2687 { /*150, undefined */ 0, state_undefined },
2688 { /*151, undefined */ 0, state_undefined },
2689 { /*152, undefined */ 0, state_undefined },
2690 { /*153, undefined */ 0, state_undefined },
2691 { /*154, undefined */ 0, state_undefined },
2692 { /*155, undefined */ 0, state_undefined },
2693 { /*156, undefined */ 0, state_undefined },
2694 { /*157, undefined */ 0, state_undefined },
2695 { /*158, undefined */ 0, state_undefined },
2696 { /*159, undefined */ 0, state_undefined },
2697 { /*160, undefined */ 0, state_undefined },
2698 { /*161, undefined */ 0, state_undefined },
2699 { /*162, undefined */ 0, state_undefined },
2700 { /*163, undefined */ 0, state_undefined },
2701 { /*164, undefined */ 0, state_undefined },
2702 { /*165, undefined */ 0, state_undefined },
2703 { /*166, undefined */ 0, state_undefined },
2704 { /*167, undefined */ 0, state_undefined },
2705 { /*168, undefined */ 0, state_undefined },
2706 { /*169, undefined */ 0, state_undefined },
2707 { /*170, undefined */ 0, state_undefined },
2708 { /*171, undefined */ 0, state_undefined },
2709 { /*172, undefined */ 0, state_undefined },
2710 { /*173, undefined */ 0, state_undefined },
2711 { /*174, undefined */ 0, state_undefined },
2712 { /*175, undefined */ 0, state_undefined },
2713 { /*176, undefined */ 0, state_undefined },
2714 { /*177, undefined */ 0, state_undefined },
2715 { /*178, undefined */ 0, state_undefined },
2716 { /*179, undefined */ 0, state_undefined },
2717 { /*180, undefined */ 0, state_undefined },
2718 { /*181, undefined */ 0, state_undefined },
2719 { /*182, undefined */ 0, state_undefined },
2720 { /*183, undefined */ 0, state_undefined },
2721 { /*184, undefined */ 0, state_undefined },
2722 { /*185, undefined */ 0, state_undefined },
2723 { /*186, undefined */ 0, state_undefined },
2724 { /*187, undefined */ 0, state_undefined },
2725 { /*188, undefined */ 0, state_undefined },
2726 { /*189, undefined */ 0, state_undefined },
2727 { /*190, undefined */ 0, state_undefined },
2728 { /*191, undefined */ 0, state_undefined },
2729 { /*192, undefined */ 0, state_undefined },
2730 { /*193, undefined */ 0, state_undefined },
2731 { /*194, undefined */ 0, state_undefined },
2732 { /*195, undefined */ 0, state_undefined },
2733 { /*196, undefined */ 0, state_undefined },
2734 { /*197, undefined */ 0, state_undefined },
2735 { /*198, undefined */ 0, state_undefined },
2736 { /*199, undefined */ 0, state_undefined },
2737 { /*200, undefined */ 0, state_undefined },
2738 { /*201, undefined */ 0, state_undefined },
2739 { /*202, undefined */ 0, state_undefined },
2740 { /*203, undefined */ 0, state_undefined },
2741 { /*204, undefined */ 0, state_undefined },
2742 { /*205, undefined */ 0, state_undefined },
2743 { /*206, undefined */ 0, state_undefined },
2744 { /*207, undefined */ 0, state_undefined },
2745 { /*208, undefined */ 0, state_undefined },
2746 { /*209, undefined */ 0, state_undefined },
2747 { /*210, undefined */ 0, state_undefined },
2748 { /*211, undefined */ 0, state_undefined },
2749 { /*212, undefined */ 0, state_undefined },
2750 { /*213, undefined */ 0, state_undefined },
2751 { /*214, undefined */ 0, state_undefined },
2752 { /*215, undefined */ 0, state_undefined },
2753 { /*216, undefined */ 0, state_undefined },
2754 { /*217, undefined */ 0, state_undefined },
2755 { /*218, undefined */ 0, state_undefined },
2756 { /*219, undefined */ 0, state_undefined },
2757 { /*220, undefined */ 0, state_undefined },
2758 { /*221, undefined */ 0, state_undefined },
2759 { /*222, undefined */ 0, state_undefined },
2760 { /*223, undefined */ 0, state_undefined },
2761 { /*224, undefined */ 0, state_undefined },
2762 { /*225, undefined */ 0, state_undefined },
2763 { /*226, undefined */ 0, state_undefined },
2764 { /*227, undefined */ 0, state_undefined },
2765 { /*228, undefined */ 0, state_undefined },
2766 { /*229, undefined */ 0, state_undefined },
2767 { /*230, undefined */ 0, state_undefined },
2768 { /*231, undefined */ 0, state_undefined },
2769 { /*232, undefined */ 0, state_undefined },
2770 { /*233, undefined */ 0, state_undefined },
2771 { /*234, undefined */ 0, state_undefined },
2772 { /*235, undefined */ 0, state_undefined },
2773 { /*236, undefined */ 0, state_undefined },
2774 { /*237, undefined */ 0, state_undefined },
2775 { /*238, undefined */ 0, state_undefined },
2776 { /*239, undefined */ 0, state_undefined },
2777 { /*240, undefined */ 0, state_undefined },
2778 { /*241, undefined */ 0, state_undefined },
2779 { /*242, undefined */ 0, state_undefined },
2780 { /*243, undefined */ 0, state_undefined },
2781 { /*244, undefined */ 0, state_undefined },
2782 { /*245, undefined */ 0, state_undefined },
2783 { /*246, undefined */ 0, state_undefined },
2784 { /*247, undefined */ 0, state_undefined },
2785 { /*248, undefined */ 0, state_undefined },
2786 { /*249, undefined */ 0, state_undefined },
2787 { /*250, undefined */ 0, state_undefined },
2788 { /*251, undefined */ 0, state_undefined },
2789 { /*252, undefined */ 0, state_undefined },
2790 { /*253, undefined */ 0, state_undefined },
2791 { /*254, undefined */ 0, state_undefined },
2792 { /*255, undefined */ 0, state_undefined },
2793 /* End huge gap */
2794 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
2795 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
2796 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
2797 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
2798 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
2799 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
2800 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
2801 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
2802 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
2803 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
2804 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
2805 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
2806 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
2807 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
2808 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
2809 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
2810 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
2811 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
2812 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
2813 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
2814 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
2815 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
2816 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
2817 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
2818 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
2819 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
2820 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
2821 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
2822 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
2823 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
2824 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
2825 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
2826 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
2827 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
2828 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
2829 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
2830 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
2831 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
2832 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
2833 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
2834 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
2835 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
2836 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
2837 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
2838 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
2839 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
2840 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
2841 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
2842 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
2843 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
2844 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
2845 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
2846 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
2847 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
2848 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
2849 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
2850 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
2851 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
2852 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
2853 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
2854 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
2855 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
2856 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
2857 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
2858 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
2859 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
2860 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
2861 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
2862 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
2863 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
2864 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
2865 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
2866 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
2867 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
2868 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
2869 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
2870 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
2871 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
2872 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
2873 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
2874 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
2875 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
2876 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
2877 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
2878 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
2879 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
2880 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
2881 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
2882 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
2883 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
2884 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
2885 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
2886 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
2887 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
2888 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
2889 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
2890 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
2891 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
2892 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
2893 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
2894 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
2895 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
2896 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
2897 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
2898 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
2899 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
2900 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
2901 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
2902 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
2903 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
2904 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
2905 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
2906 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
2907 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
2908 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
2909 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
2910 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
2911 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
2912 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
2913 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
2914 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
2915 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
2916 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
2917 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
2918 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
2919 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
2920 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
2921 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
2922 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
2923 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
2924 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
2925 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
2926 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
2927 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
2928 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
2929 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
2930 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
2931 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
2932 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
2933 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
2934 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
2935 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
2936 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
2937 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
2938 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
2939 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
2940 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
2941 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
2942 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
2943 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
2944 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
2945 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
2946 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
2947 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
2948 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
2949 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
2950 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
2951 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
2952 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
2953 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
2954 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
2955 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
2956 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
2957 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
2958 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
2959 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
2960 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
2961 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
2962 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
2963 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
2964 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
2965 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
2966 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
2967 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
2968 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
2969 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
2970 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
2971 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
2972 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
2973 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
2974 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
2975 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
2976 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
2977 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
2978 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
2979 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
2980 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
2981 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
2982 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
2983 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
2984 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
2985 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
2986 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
2987 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
2988 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
2989 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
2990 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
2991 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
2992 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
2993 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
2994 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
2995 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
2996 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
2997 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
2998 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
2999 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
3000 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
3001 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
3002 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
3003 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
3004 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
3005 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
3006 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
3007 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
3008 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
3009 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
3010 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
3011 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
3012 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
3013 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
3014 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
3015 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
3016 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
3017 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
3018 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
3019 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
3020 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
3021 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
3022 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
3023 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
3024 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
3025 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
3026 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
3027 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
3028 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
3029 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
3030 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
3031 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
3032 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
3033 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
3034 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
3035 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
3036 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
3037 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
3038 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
3039 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
3040 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
3041 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
3042 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
3043 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
3044 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
3045 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
3046 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
3047 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
3048 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
3049 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
3050 /* Various Vertex states follow */
3051 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
3052 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
3053 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
3054 { /* , STATE_VIEWPORT */ STATE_VDECL, vertexdeclaration },