wined3d: Emulate tracking of multiple material properties.
[wine.git] / dlls / wined3d / state.c
blob3b7c5c97780785ac1358a52a9d2f45c62d47590d
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
43 if(STATE_IS_RENDER(state)) {
44 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
46 } else {
47 /* Shouldn't have an unknown type here */
48 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54 * list without causing confusing terminal output. Deliberately no special debug name here
55 * because its undefined.
57 WARN("undefined state %d\n", state);
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
63 switch(Value) {
64 case WINED3DFILL_POINT:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
67 break;
68 case WINED3DFILL_WIREFRAME:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
71 break;
72 case WINED3DFILL_SOLID:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
75 break;
76 default:
77 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
82 BOOL transformed;
84 /* Lighting is not enabled if transformed vertices are drawn
85 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86 * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87 * vertex declaration appplying function calls this function for updating
90 if(isStateDirty(context, STATE_VDECL)) {
91 return;
94 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
98 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99 glEnable(GL_LIGHTING);
100 checkGLcall("glEnable GL_LIGHTING");
101 } else {
102 glDisable(GL_LIGHTING);
103 checkGLcall("glDisable GL_LIGHTING");
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108 /* No z test without depth stencil buffers */
109 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111 checkGLcall("glDisable GL_DEPTH_TEST");
112 return;
115 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116 case WINED3DZB_FALSE:
117 glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
119 break;
120 case WINED3DZB_TRUE:
121 glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
123 break;
124 case WINED3DZB_USEW:
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
128 break;
129 default:
130 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135 /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
137 /* If we are culling "back faces with clockwise vertices" then
138 set front faces to be counter clockwise and enable culling
139 of back faces */
140 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
141 case WINED3DCULL_NONE:
142 glDisable(GL_CULL_FACE);
143 checkGLcall("glDisable GL_CULL_FACE");
144 break;
145 case WINED3DCULL_CW:
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
148 if (stateblock->wineD3DDevice->render_offscreen) {
149 glFrontFace(GL_CW);
150 checkGLcall("glFrontFace GL_CW");
151 } else {
152 glFrontFace(GL_CCW);
153 checkGLcall("glFrontFace GL_CCW");
155 glCullFace(GL_BACK);
156 break;
157 case WINED3DCULL_CCW:
158 glEnable(GL_CULL_FACE);
159 checkGLcall("glEnable GL_CULL_FACE");
160 if (stateblock->wineD3DDevice->render_offscreen) {
161 glFrontFace(GL_CCW);
162 checkGLcall("glFrontFace GL_CCW");
163 } else {
164 glFrontFace(GL_CW);
165 checkGLcall("glFrontFace GL_CW");
167 glCullFace(GL_BACK);
168 break;
169 default:
170 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
174 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
175 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
176 case WINED3DSHADE_FLAT:
177 glShadeModel(GL_FLAT);
178 checkGLcall("glShadeModel(GL_FLAT)");
179 break;
180 case WINED3DSHADE_GOURAUD:
181 glShadeModel(GL_SMOOTH);
182 checkGLcall("glShadeModel(GL_SMOOTH)");
183 break;
184 case WINED3DSHADE_PHONG:
185 FIXME("WINED3DSHADE_PHONG isn't supported\n");
186 break;
187 default:
188 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
192 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
194 glEnable(GL_DITHER);
195 checkGLcall("glEnable GL_DITHER");
196 } else {
197 glDisable(GL_DITHER);
198 checkGLcall("glDisable GL_DITHER");
202 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
204 * this has to be merged with ZENABLE and ZFUNC
206 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
207 glDepthMask(1);
208 checkGLcall("glDepthMask(1)");
209 } else {
210 glDepthMask(0);
211 checkGLcall("glDepthMask(0)");
215 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
216 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
218 if(glParm) {
219 glDepthFunc(glParm);
220 checkGLcall("glDepthFunc");
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
225 float col[4];
226 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
228 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
229 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
230 checkGLcall("glLightModel for MODEL_AMBIENT");
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234 int srcBlend = GL_ZERO;
235 int dstBlend = GL_ZERO;
237 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
239 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
240 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
241 glEnable(GL_BLEND);
242 checkGLcall("glEnable GL_BLEND");
243 } else {
244 glDisable(GL_BLEND);
245 checkGLcall("glDisable GL_BLEND");
246 /* Nothing more to do - get out */
247 return;
250 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
251 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
252 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
253 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
254 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
255 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
256 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
257 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
258 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
259 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
260 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
261 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
263 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
264 dstBlend = GL_SRC_ALPHA;
265 break;
267 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
268 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
269 break;
271 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
272 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
273 default:
274 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
277 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
278 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
279 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
280 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
281 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
282 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
283 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
284 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
285 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
286 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
287 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
288 case WINED3DBLEND_SRCALPHASAT : dstBlend = GL_SRC_ALPHA_SATURATE; break;
290 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
291 srcBlend = GL_SRC_ALPHA;
292 break;
294 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
296 break;
298 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
299 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
300 default:
301 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
304 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
305 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
306 glEnable(GL_LINE_SMOOTH);
307 checkGLcall("glEnable(GL_LINE_SMOOTH)");
308 if(srcBlend != GL_SRC_ALPHA) {
309 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
310 srcBlend = GL_SRC_ALPHA;
312 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
313 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
314 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
316 } else {
317 glDisable(GL_LINE_SMOOTH);
318 checkGLcall("glDisable(GL_LINE_SMOOTH)");
321 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
322 glBlendFunc(srcBlend, dstBlend);
323 checkGLcall("glBlendFunc");
326 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
327 float col[4];
329 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
330 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
331 glBlendColor (col[0],col[1],col[2],col[3]);
332 checkGLcall("glBlendColor");
335 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
336 int glParm = 0;
337 float ref;
338 BOOL enable_ckey = FALSE;
340 IWineD3DSurfaceImpl *surf;
342 /* Find out if the texture on the first stage has a ckey set
343 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
344 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
345 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
346 * in case it finds some texture+colorkeyenable combination which needs extra care.
348 if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
349 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
351 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
352 const PixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format);
353 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
354 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
355 * surface has alpha bits
357 if(fmt->alphaMask == 0x00000000) {
358 enable_ckey = TRUE;
363 if(enable_ckey || context->last_was_ckey) {
364 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
366 context->last_was_ckey = enable_ckey;
368 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
369 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
370 glEnable(GL_ALPHA_TEST);
371 checkGLcall("glEnable GL_ALPHA_TEST");
372 } else {
373 glDisable(GL_ALPHA_TEST);
374 checkGLcall("glDisable GL_ALPHA_TEST");
375 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
376 * enable call
378 return;
381 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
382 glParm = GL_NOTEQUAL;
383 ref = 0.0;
384 } else {
385 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
386 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
388 if(glParm) {
389 glAlphaFunc(glParm, ref);
390 checkGLcall("glAlphaFunc");
394 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
395 DWORD enable = 0xFFFFFFFF;
396 DWORD disable = 0x00000000;
398 if (use_vs(stateblock->wineD3DDevice)) {
399 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
400 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
401 * contitions I got sick of tracking down. The shader state handler disables all clip planes because
402 * of that - don't do anything here and keep them disabled
404 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
405 static BOOL warned = FALSE;
406 if(!warned) {
407 FIXME("Clipping not supported with vertex shaders\n");
408 warned = TRUE;
411 return;
414 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
415 * of already set values
418 /* If enabling / disabling all
419 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
421 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
422 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
423 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
424 } else {
425 disable = 0xffffffff;
426 enable = 0x00;
429 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
430 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
431 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
432 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
433 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
434 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
436 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
437 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
438 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
439 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
440 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
441 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
443 /** update clipping status */
444 if (enable) {
445 stateblock->clip_status.ClipUnion = 0;
446 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
447 } else {
448 stateblock->clip_status.ClipUnion = 0;
449 stateblock->clip_status.ClipIntersection = 0;
453 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
454 int glParm = GL_FUNC_ADD;
456 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
457 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
458 return;
461 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
462 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
463 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
464 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
465 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
466 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
467 default:
468 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
471 TRACE("glBlendEquation(%x)\n", glParm);
472 GL_EXTCALL(glBlendEquation(glParm));
473 checkGLcall("glBlendEquation");
476 static void
477 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
478 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
479 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
480 * specular color. This is wrong:
481 * Separate specular color means the specular colour is maintained separately, whereas
482 * single color means it is merged in. However in both cases they are being used to
483 * some extent.
484 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
485 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
486 * running 1.4 yet!
489 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
490 * Instead, we need to setup the FinalCombiner properly.
492 * The default setup for the FinalCombiner is:
494 * <variable> <input> <mapping> <usage>
495 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
496 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
497 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
498 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
499 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
500 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
501 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
503 * That's pretty much fine as it is, except for variable B, which needs to take
504 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
505 * whether WINED3DRS_SPECULARENABLE is enabled or not.
508 TRACE("Setting specular enable state\n");
509 /* TODO: Add to the material setting functions */
510 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
511 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
512 checkGLcall("glMaterialfv");
513 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
514 glEnable(GL_COLOR_SUM_EXT);
515 } else {
516 TRACE("Specular colors cannot be enabled in this version of opengl\n");
518 checkGLcall("glEnable(GL_COLOR_SUM)");
520 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
521 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
522 checkGLcall("glFinalCombinerInputNV()");
524 } else {
525 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
527 /* for the case of enabled lighting: */
528 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
529 checkGLcall("glMaterialfv");
531 /* for the case of disabled lighting: */
532 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
533 glDisable(GL_COLOR_SUM_EXT);
534 } else {
535 TRACE("Specular colors cannot be disabled in this version of opengl\n");
537 checkGLcall("glDisable(GL_COLOR_SUM)");
539 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
540 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
541 checkGLcall("glFinalCombinerInputNV()");
546 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
547 unsigned int i;
549 /* Note the texture color applies to all textures whereas
550 * GL_TEXTURE_ENV_COLOR applies to active only
552 float col[4];
553 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
555 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
556 /* And now the default texture color as well */
557 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
558 /* Note the WINED3DRS value applies to all textures, but GL has one
559 * per texture, so apply it now ready to be used!
561 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
562 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
563 checkGLcall("glActiveTextureARB");
564 } else if (i>0) {
565 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
568 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
569 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
571 } else {
572 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
576 static void
577 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
578 #if 0 /* Don't use OpenGL 2.0 calls for now */
579 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
580 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
581 checkGLcall("glStencilFuncSeparate(...)");
582 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
583 checkGLcall("glStencilOpSeparate(...)");
585 else
586 #endif
587 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
588 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
589 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
590 GL_EXTCALL(glActiveStencilFaceEXT(face));
591 checkGLcall("glActiveStencilFaceEXT(...)");
592 glStencilFunc(func, ref, mask);
593 checkGLcall("glStencilFunc(...)");
594 glStencilOp(stencilFail, depthFail, stencilPass);
595 checkGLcall("glStencilOp(...)");
596 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
597 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
598 checkGLcall("glStencilFuncSeparateATI(...)");
599 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
600 checkGLcall("glStencilOpSeparateATI(...)");
601 } else {
602 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
606 static void
607 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
608 DWORD onesided_enable = FALSE;
609 DWORD twosided_enable = FALSE;
610 GLint func = GL_ALWAYS;
611 GLint func_ccw = GL_ALWAYS;
612 GLint ref = 0;
613 GLuint mask = 0;
614 GLint stencilFail = GL_KEEP;
615 GLint depthFail = GL_KEEP;
616 GLint stencilPass = GL_KEEP;
617 GLint stencilFail_ccw = GL_KEEP;
618 GLint depthFail_ccw = GL_KEEP;
619 GLint stencilPass_ccw = GL_KEEP;
621 /* No stencil test without a stencil buffer */
622 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
623 glDisable(GL_STENCIL_TEST);
624 checkGLcall("glDisable GL_STENCIL_TEST");
625 return;
628 if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
629 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
630 if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
631 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
632 if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
633 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
634 func = GL_ALWAYS;
635 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
636 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
637 func = GL_ALWAYS;
638 if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
639 ref = stateblock->renderState[WINED3DRS_STENCILREF];
640 if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
641 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
642 if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
643 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
644 if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
645 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
646 if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
647 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
648 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
649 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
650 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
651 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
652 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
653 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
655 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
656 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
657 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
658 onesided_enable, twosided_enable, ref, mask,
659 func, stencilFail, depthFail, stencilPass,
660 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
662 if (twosided_enable) {
663 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
664 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
665 } else {
666 if (onesided_enable) {
667 glEnable(GL_STENCIL_TEST);
668 checkGLcall("glEnable GL_STENCIL_TEST");
669 glStencilFunc(func, ref, mask);
670 checkGLcall("glStencilFunc(...)");
671 glStencilOp(stencilFail, depthFail, stencilPass);
672 checkGLcall("glStencilOp(...)");
673 } else {
674 glDisable(GL_STENCIL_TEST);
675 checkGLcall("glDisable GL_STENCIL_TEST");
680 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
681 if(stateblock->wineD3DDevice->stencilBufferTarget) {
682 glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
683 } else {
684 glStencilMask(0);
686 checkGLcall("glStencilMask");
689 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
690 /* TODO: Put this into the vertex type block once that is in the state table */
691 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
692 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
693 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
694 float fogstart, fogend;
696 union {
697 DWORD d;
698 float f;
699 } tmpvalue;
701 if (!fogenable) {
702 /* No fog? Disable it, and we're done :-) */
703 glDisable(GL_FOG);
704 checkGLcall("glDisable GL_FOG");
705 if( use_ps(stateblock->wineD3DDevice)
706 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
707 /* disable fog in the pixel shader
708 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
709 * -1/(e-s) and e/(e-s) respectively.
711 glFogf(GL_FOG_START, 0.0f);
712 checkGLcall("glFogf(GL_FOG_START, fogstart");
713 glFogf(GL_FOG_END, 1.0f);
714 checkGLcall("glFogf(GL_FOG_END, fogend");
716 return;
719 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
720 fogstart = tmpvalue.f;
721 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
722 fogend = tmpvalue.f;
724 /* Fog Rules:
726 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
727 * It can use the Z value of the vertex, or the alpha component of the specular color.
728 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
729 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
730 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
732 * FOGTABLEMODE != NONE:
733 * The Z value is used, with the equation specified, no matter what vertex type.
735 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
736 * Per vertex fog is calculated using the specified fog equation and the parameters
738 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
739 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
740 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
743 * Rules for vertex fog with shaders:
745 * When mixing fixed function functionality with the programmable pipeline, D3D expects
746 * the fog computation to happen during transformation while openGL expects it to happen
747 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
748 * the pixel shader while openGL always expects the pixel shader to handle the blending.
749 * To solve this problem, WineD3D does:
750 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
751 * shader,
752 * and 2) disables the fog computation (in either the fixed function or programmable
753 * rasterizer) if using a vertex program.
756 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
757 * without shaders).
760 if( is_ps3 ) {
761 if( !use_vs(stateblock->wineD3DDevice)
762 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
763 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
767 if (use_vs(stateblock->wineD3DDevice)
768 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
769 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
770 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
771 /* Disable fog */
772 fogenable = FALSE;
773 } else {
774 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
775 glFogi(GL_FOG_MODE, GL_LINEAR);
776 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
777 fogstart = 1.0;
778 fogend = 0.0;
780 context->last_was_foggy_shader = TRUE;
782 else if( use_ps(stateblock->wineD3DDevice) ) {
783 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
784 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
786 WINED3DFOGMODE mode;
787 context->last_was_foggy_shader = FALSE;
789 /* If both fogmodes are set use the table fog mode */
790 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
791 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
792 else
793 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
795 switch (mode) {
796 case WINED3DFOG_EXP:
797 case WINED3DFOG_EXP2:
798 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
799 /* Disable fog */
800 fogenable = FALSE;
801 break;
803 case WINED3DFOG_LINEAR:
804 fogstart = -1.0f/(fogend-fogstart);
805 fogend *= -fogstart;
806 break;
808 case WINED3DFOG_NONE:
809 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
810 /* Disable fog */
811 fogenable = FALSE;
812 break;
813 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
816 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
817 * the system will apply only pixel(=table) fog effects."
819 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
820 glHint(GL_FOG_HINT, GL_FASTEST);
821 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
822 context->last_was_foggy_shader = FALSE;
824 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
825 /* If processed vertices are used, fall through to the NONE case */
826 case WINED3DFOG_EXP: {
827 if(!context->last_was_rhw) {
828 glFogi(GL_FOG_MODE, GL_EXP);
829 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
830 if(GL_SUPPORT(EXT_FOG_COORD)) {
831 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
832 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
834 break;
837 case WINED3DFOG_EXP2: {
838 if(!context->last_was_rhw) {
839 glFogi(GL_FOG_MODE, GL_EXP2);
840 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
841 if(GL_SUPPORT(EXT_FOG_COORD)) {
842 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
843 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
845 break;
848 case WINED3DFOG_LINEAR: {
849 if(!context->last_was_rhw) {
850 glFogi(GL_FOG_MODE, GL_LINEAR);
851 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
852 if(GL_SUPPORT(EXT_FOG_COORD)) {
853 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
854 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
856 break;
859 case WINED3DFOG_NONE: {
860 /* Both are none? According to msdn the alpha channel of the specular
861 * color contains a fog factor. Set it in drawStridedSlow.
862 * Same happens with Vertexfog on transformed vertices
864 if(GL_SUPPORT(EXT_FOG_COORD)) {
865 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
866 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
867 glFogi(GL_FOG_MODE, GL_LINEAR);
868 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
869 fogstart = 0xff;
870 fogend = 0x0;
871 } else {
872 /* Disable GL fog, handle this in software in drawStridedSlow */
873 fogenable = FALSE;
875 break;
877 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
879 } else {
880 glHint(GL_FOG_HINT, GL_NICEST);
881 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
882 context->last_was_foggy_shader = FALSE;
884 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
885 case WINED3DFOG_EXP:
886 glFogi(GL_FOG_MODE, GL_EXP);
887 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
888 if(GL_SUPPORT(EXT_FOG_COORD)) {
889 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
890 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
892 break;
894 case WINED3DFOG_EXP2:
895 glFogi(GL_FOG_MODE, GL_EXP2);
896 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
897 if(GL_SUPPORT(EXT_FOG_COORD)) {
898 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
899 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
901 break;
903 case WINED3DFOG_LINEAR:
904 glFogi(GL_FOG_MODE, GL_LINEAR);
905 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
906 if(GL_SUPPORT(EXT_FOG_COORD)) {
907 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
908 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
910 break;
912 case WINED3DFOG_NONE: /* Won't happen */
913 default:
914 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
918 if(fogenable) {
919 glEnable(GL_FOG);
920 checkGLcall("glEnable GL_FOG");
922 glFogfv(GL_FOG_START, &fogstart);
923 checkGLcall("glFogf(GL_FOG_START, fogstart");
924 TRACE("Fog Start == %f\n", fogstart);
926 glFogfv(GL_FOG_END, &fogend);
927 checkGLcall("glFogf(GL_FOG_END, fogend");
928 TRACE("Fog End == %f\n", fogend);
929 } else {
930 glDisable(GL_FOG);
931 checkGLcall("glDisable GL_FOG");
932 if( use_ps(stateblock->wineD3DDevice) ) {
933 /* disable fog in the pixel shader
934 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
935 * -1/(e-s) and e/(e-s) respectively.
937 glFogf(GL_FOG_START, 0.0f);
938 checkGLcall("glFogf(GL_FOG_START, fogstart");
939 glFogf(GL_FOG_END, 1.0f);
940 checkGLcall("glFogf(GL_FOG_END, fogend");
944 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
945 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
949 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
950 float col[4];
951 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
952 glFogfv(GL_FOG_COLOR, &col[0]);
953 checkGLcall("glFog GL_FOG_COLOR");
956 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
957 union {
958 DWORD d;
959 float f;
960 } tmpvalue;
961 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
962 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
963 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
966 /* TODO: Merge with primitive type + init_materials()!! */
967 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
968 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
969 GLenum Parm = 0;
970 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
971 BOOL isDiffuseSupplied;
973 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
974 * The vertex declaration will call this function if the fixed function pipeline is used.
977 if(isStateDirty(context, STATE_VDECL)) {
978 return;
981 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
983 context->num_untracked_materials = 0;
984 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
985 TRACE("diff %d, amb %d, emis %d, spec %d\n",
986 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
987 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
988 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
989 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
991 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
992 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
993 Parm = GL_AMBIENT_AND_DIFFUSE;
994 } else {
995 Parm = GL_DIFFUSE;
997 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
998 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
999 context->num_untracked_materials++;
1001 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1002 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1003 context->num_untracked_materials++;
1005 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1006 Parm = GL_AMBIENT;
1007 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1008 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1009 context->num_untracked_materials++;
1011 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1012 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1013 context->num_untracked_materials++;
1015 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1016 Parm = GL_EMISSION;
1017 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1018 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1019 context->num_untracked_materials++;
1021 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1022 Parm = GL_SPECULAR;
1026 /* Nothing changed, return. */
1027 if (Parm == context->tracking_parm) return;
1029 if(!Parm) {
1030 glDisable(GL_COLOR_MATERIAL);
1031 checkGLcall("glDisable GL_COLOR_MATERIAL");
1032 } else {
1033 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1034 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1035 glEnable(GL_COLOR_MATERIAL);
1036 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1039 /* Apparently calls to glMaterialfv are ignored for properties we're
1040 * tracking with glColorMaterial, so apply those here. */
1041 switch (context->tracking_parm) {
1042 case GL_AMBIENT_AND_DIFFUSE:
1043 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1044 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1045 checkGLcall("glMaterialfv");
1046 break;
1048 case GL_DIFFUSE:
1049 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1050 checkGLcall("glMaterialfv");
1051 break;
1053 case GL_AMBIENT:
1054 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1055 checkGLcall("glMaterialfv");
1056 break;
1058 case GL_EMISSION:
1059 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1060 checkGLcall("glMaterialfv");
1061 break;
1063 case GL_SPECULAR:
1064 /* Only change material color if specular is enabled, otherwise it is set to black */
1065 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1066 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1067 checkGLcall("glMaterialfv");
1068 } else {
1069 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1070 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1071 checkGLcall("glMaterialfv");
1073 break;
1076 context->tracking_parm = Parm;
1079 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1080 union {
1081 DWORD d;
1082 WINED3DLINEPATTERN lp;
1083 } tmppattern;
1084 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1086 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1088 if (tmppattern.lp.wRepeatFactor) {
1089 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1090 checkGLcall("glLineStipple(repeat, linepattern)");
1091 glEnable(GL_LINE_STIPPLE);
1092 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1093 } else {
1094 glDisable(GL_LINE_STIPPLE);
1095 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1099 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1100 union {
1101 DWORD d;
1102 float f;
1103 } tmpvalue;
1105 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1106 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1107 TRACE("ZBias value %f\n", tmpvalue.f);
1108 glPolygonOffset(0, -tmpvalue.f);
1109 checkGLcall("glPolygonOffset(0, -Value)");
1110 glEnable(GL_POLYGON_OFFSET_FILL);
1111 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1112 glEnable(GL_POLYGON_OFFSET_LINE);
1113 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1114 glEnable(GL_POLYGON_OFFSET_POINT);
1115 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1116 } else {
1117 glDisable(GL_POLYGON_OFFSET_FILL);
1118 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1119 glDisable(GL_POLYGON_OFFSET_LINE);
1120 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1121 glDisable(GL_POLYGON_OFFSET_POINT);
1122 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1127 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1128 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
1129 glEnable(GL_NORMALIZE);
1130 checkGLcall("glEnable(GL_NORMALIZE);");
1131 } else {
1132 glDisable(GL_NORMALIZE);
1133 checkGLcall("glDisable(GL_NORMALIZE);");
1137 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1138 union {
1139 DWORD d;
1140 float f;
1141 } tmpvalue;
1143 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1144 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1145 TRACE("Set point size to %f\n", tmpvalue.f);
1146 glPointSize(tmpvalue.f);
1147 checkGLcall("glPointSize(...);");
1150 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1151 union {
1152 DWORD d;
1153 float f;
1154 } tmpvalue;
1156 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1157 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1158 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1159 checkGLcall("glPointParameterfARB(...");
1161 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1162 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1163 checkGLcall("glPointParameterfEXT(...);");
1164 } else if(tmpvalue.f != 1.0) {
1165 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1169 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1170 union {
1171 DWORD d;
1172 float f;
1173 } tmpvalue;
1175 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1176 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1177 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1178 checkGLcall("glPointParameterfARB(...");
1180 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1181 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1182 checkGLcall("glPointParameterfEXT(...);");
1183 } else if(tmpvalue.f != 64.0) {
1184 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1188 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1189 /* TODO: Group this with the viewport */
1191 * POINTSCALEENABLE controls how point size value is treated. If set to
1192 * true, the point size is scaled with respect to height of viewport.
1193 * When set to false point size is in pixels.
1195 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1198 /* Default values */
1199 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1202 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1203 * This means that OpenGL will clamp really small point sizes to 1.0f.
1204 * To correct for this we need to multiply by the scale factor when sizes
1205 * are less than 1.0f. scale_factor = 1.0f / point_size.
1207 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1208 if(pointSize > 0.0f) {
1209 GLfloat scaleFactor;
1211 if(pointSize < 1.0f) {
1212 scaleFactor = pointSize * pointSize;
1213 } else {
1214 scaleFactor = 1.0f;
1217 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1218 att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1219 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1220 att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1221 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1222 att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1223 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1227 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1228 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1229 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1231 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1232 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1233 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1234 } else {
1235 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1239 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1240 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1242 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1243 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1244 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1245 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1246 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1247 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1248 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1249 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1250 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1251 checkGLcall("glColorMask(...)");
1253 /* depends on WINED3DRS_COLORWRITEENABLE. */
1254 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1255 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1256 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1257 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1258 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1259 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1260 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1264 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1265 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1266 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1267 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1268 } else {
1269 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1270 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1274 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1275 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1276 TRACE("Last Pixel Drawing Enabled\n");
1277 } else {
1278 static BOOL first = TRUE;
1279 if(first) {
1280 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1281 first = FALSE;
1282 } else {
1283 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1288 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1289 unsigned int i;
1290 int val;
1292 /* TODO: NV_POINT_SPRITE */
1293 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1294 TRACE("Point sprites not supported\n");
1295 return;
1298 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1299 val = GL_TRUE;
1300 } else {
1301 val = GL_FALSE;
1304 for (i = 0; i < GL_LIMITS(textures); i++) {
1305 /* Note the WINED3DRS value applies to all textures, but GL has one
1306 * per texture, so apply it now ready to be used!
1308 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1309 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1310 checkGLcall("glActiveTextureARB");
1311 } else if (i==1) {
1312 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1313 break;
1316 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, val);
1317 checkGLcall((val?"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)":
1318 "glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE)"));
1322 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1324 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1325 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1326 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1327 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1328 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1330 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1332 TRACE("Stub\n");
1333 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1334 stateblock->renderState[WINED3DRS_WRAP1] ||
1335 stateblock->renderState[WINED3DRS_WRAP2] ||
1336 stateblock->renderState[WINED3DRS_WRAP3] ||
1337 stateblock->renderState[WINED3DRS_WRAP4] ||
1338 stateblock->renderState[WINED3DRS_WRAP5] ||
1339 stateblock->renderState[WINED3DRS_WRAP6] ||
1340 stateblock->renderState[WINED3DRS_WRAP7] ||
1341 stateblock->renderState[WINED3DRS_WRAP8] ||
1342 stateblock->renderState[WINED3DRS_WRAP9] ||
1343 stateblock->renderState[WINED3DRS_WRAP10] ||
1344 stateblock->renderState[WINED3DRS_WRAP11] ||
1345 stateblock->renderState[WINED3DRS_WRAP12] ||
1346 stateblock->renderState[WINED3DRS_WRAP13] ||
1347 stateblock->renderState[WINED3DRS_WRAP14] ||
1348 stateblock->renderState[WINED3DRS_WRAP15] ) {
1349 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1353 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1354 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1355 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1356 glEnable(GL_MULTISAMPLE_ARB);
1357 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1358 } else {
1359 glDisable(GL_MULTISAMPLE_ARB);
1360 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1362 } else {
1363 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1364 ERR("Multisample antialiasing not supported by gl\n");
1369 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1370 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1371 glEnable(GL_SCISSOR_TEST);
1372 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1373 } else {
1374 glDisable(GL_SCISSOR_TEST);
1375 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1379 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1380 union {
1381 DWORD d;
1382 float f;
1383 } tmpvalue;
1385 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1386 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1387 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1388 glEnable(GL_POLYGON_OFFSET_FILL);
1389 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1390 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1391 checkGLcall("glPolygonOffset(...)");
1392 } else {
1393 glDisable(GL_POLYGON_OFFSET_FILL);
1394 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1398 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1399 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1400 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1401 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1402 } else {
1403 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1404 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1408 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1409 TRACE("Stub\n");
1410 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1411 FIXME(" Stippled Alpha not supported yet.\n");
1414 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1415 TRACE("Stub\n");
1416 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1417 FIXME(" Antialias not supported yet.\n");
1420 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1421 TRACE("Stub\n");
1422 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1423 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1426 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1427 TRACE("Stub\n");
1428 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1429 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1432 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1433 union {
1434 DWORD d;
1435 float f;
1436 } tmpvalue;
1437 tmpvalue.f = 1.0f;
1439 TRACE("Stub\n");
1440 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1442 static BOOL displayed = FALSE;
1444 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1445 if(!displayed)
1446 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1448 displayed = TRUE;
1452 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1453 TRACE("Stub\n");
1454 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1455 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1458 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1459 TRACE("Stub\n");
1460 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1461 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1464 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1465 TRACE("Stub\n");
1466 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1467 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1471 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1472 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1473 FIXME("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1476 static void state_separateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1477 TRACE("Stub\n");
1478 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1479 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1482 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1483 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1484 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1488 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1489 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1490 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1494 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1495 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1496 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1500 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1501 if(stateblock->renderState[WINED3DRS_ROP2]) {
1502 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1506 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1507 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1508 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1512 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1513 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1514 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1518 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1519 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1520 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1524 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1525 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1526 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1530 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1531 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1532 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1536 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1537 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1538 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1542 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1543 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1544 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1548 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1549 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1550 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1554 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1555 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1556 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1560 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1561 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1562 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1566 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1567 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1568 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1572 /* Activates the texture dimension according to the bound D3D texture.
1573 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1574 * Requires the caller to activate the correct unit before
1576 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1577 BOOL bumpmap = FALSE;
1579 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1580 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1581 bumpmap = TRUE;
1582 context->texShaderBumpMap |= (1 << stage);
1583 } else {
1584 context->texShaderBumpMap &= ~(1 << stage);
1587 if(stateblock->textures[stage]) {
1588 switch(stateblock->textureDimensions[stage]) {
1589 case GL_TEXTURE_2D:
1590 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1591 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1592 } else {
1593 glDisable(GL_TEXTURE_3D);
1594 checkGLcall("glDisable(GL_TEXTURE_3D)");
1595 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1596 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1597 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1599 glEnable(GL_TEXTURE_2D);
1600 checkGLcall("glEnable(GL_TEXTURE_2D)");
1602 break;
1603 case GL_TEXTURE_3D:
1604 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1605 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1606 } else {
1607 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1608 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1609 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1611 glDisable(GL_TEXTURE_2D);
1612 checkGLcall("glDisable(GL_TEXTURE_2D)");
1613 glEnable(GL_TEXTURE_3D);
1614 checkGLcall("glEnable(GL_TEXTURE_3D)");
1616 break;
1617 case GL_TEXTURE_CUBE_MAP_ARB:
1618 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1619 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1620 } else {
1621 glDisable(GL_TEXTURE_2D);
1622 checkGLcall("glDisable(GL_TEXTURE_2D)");
1623 glDisable(GL_TEXTURE_3D);
1624 checkGLcall("glDisable(GL_TEXTURE_3D)");
1625 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1626 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1628 break;
1630 } else {
1631 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1632 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1633 } else {
1634 glEnable(GL_TEXTURE_2D);
1635 checkGLcall("glEnable(GL_TEXTURE_2D)");
1636 glDisable(GL_TEXTURE_3D);
1637 checkGLcall("glDisable(GL_TEXTURE_3D)");
1638 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1639 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1640 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1642 /* Binding textures is done by samplers. A dummy texture will be bound */
1647 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1648 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1649 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1651 TRACE("Setting color op for stage %d\n", stage);
1653 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1654 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1655 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1656 return;
1659 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1661 if (mapped_stage != -1) {
1662 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1663 if (mapped_stage >= GL_LIMITS(textures)) {
1664 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1665 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1666 FIXME("Attempt to enable unsupported stage!\n");
1668 return;
1670 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1671 checkGLcall("glActiveTextureARB");
1672 } else if (stage > 0) {
1673 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1674 return;
1678 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1679 if(stateblock->lowest_disabled_stage > 0) {
1680 glEnable(GL_REGISTER_COMBINERS_NV);
1681 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1682 } else {
1683 glDisable(GL_REGISTER_COMBINERS_NV);
1686 if(stage >= stateblock->lowest_disabled_stage) {
1687 TRACE("Stage disabled\n");
1688 if (mapped_stage != -1) {
1689 /* Disable everything here */
1690 glDisable(GL_TEXTURE_2D);
1691 checkGLcall("glDisable(GL_TEXTURE_2D)");
1692 glDisable(GL_TEXTURE_3D);
1693 checkGLcall("glDisable(GL_TEXTURE_3D)");
1694 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1695 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1696 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1698 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1699 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1702 /* All done */
1703 return;
1706 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1707 * if the sampler for this stage is dirty
1709 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1710 if (mapped_stage != -1) activate_dimensions(stage, stateblock, context);
1713 /* Set the texture combiners */
1714 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1715 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1716 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1717 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1718 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1719 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1720 mapped_stage);
1722 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1723 * thus the texture shader may have to be updated
1725 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1726 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1727 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1728 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1729 if(usesBump != usedBump) {
1730 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1731 checkGLcall("glActiveTextureARB");
1732 activate_dimensions(stage + 1, stateblock, context);
1733 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1734 checkGLcall("glActiveTextureARB");
1737 } else {
1738 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1739 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1740 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1741 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1742 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1746 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1747 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1748 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1749 DWORD op, arg1, arg2, arg0;
1751 TRACE("Setting alpha op for stage %d\n", stage);
1752 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1753 if (mapped_stage != -1) {
1754 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1755 if (stage >= GL_LIMITS(textures)) {
1756 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1757 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1758 FIXME("Attempt to enable unsupported stage!\n");
1760 return;
1762 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1763 checkGLcall("glActiveTextureARB");
1764 } else if (stage > 0) {
1765 /* We can't do anything here */
1766 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1767 return;
1771 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1772 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1773 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1774 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1776 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1777 stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1778 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1780 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1781 getFormatDescEntry(surf->resource.format)->alphaMask == 0x00000000) {
1783 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1784 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1785 * cannot remove the texture's alpha channel entirely.
1787 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1788 * on color keyed surfaces.
1790 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1792 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1793 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1794 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1798 TRACE("Setting alpha op for stage %d\n", stage);
1799 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1800 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1801 op, arg1, arg2, arg0,
1802 mapped_stage);
1803 } else {
1804 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1805 op, arg1, arg2, arg0);
1809 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1810 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1811 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1813 if (mapped_stage < 0) return;
1815 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1816 if(mapped_stage >= GL_LIMITS(textures)) {
1817 return;
1819 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1820 checkGLcall("glActiveTextureARB");
1821 } else if (mapped_stage > 0) {
1822 /* We can't do anything here */
1823 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1824 return;
1827 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1828 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1829 (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
1833 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
1834 int texture_idx;
1836 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
1837 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
1838 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1842 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
1843 UINT *offset = stateblock->streamOffset;
1844 unsigned int mapped_stage = 0;
1845 unsigned int textureNo = 0;
1847 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
1848 /* Abort if we don't support the extension. */
1849 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
1850 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1851 return;
1854 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
1855 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
1857 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
1858 if (mapped_stage == -1) continue;
1860 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
1861 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
1862 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
1864 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
1865 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
1866 checkGLcall("glBindBufferARB");
1867 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
1870 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1871 checkGLcall("glClientActiveTextureARB");
1873 /* The coords to supply depend completely on the fvf / vertex shader */
1874 glTexCoordPointer(
1875 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
1876 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
1877 sd->u.s.texCoords[coordIdx].dwStride,
1878 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
1879 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1880 } else {
1881 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
1884 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1885 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
1886 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
1887 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
1892 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1893 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1894 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1896 if (mapped_stage == -1) {
1897 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1898 return;
1901 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1902 if(mapped_stage >= GL_LIMITS(samplers)) {
1903 return;
1905 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1906 checkGLcall("glActiveTextureARB");
1907 } else if (stage > 0) {
1908 /* We can't do anything here */
1909 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1910 return;
1913 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1915 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1916 * one flag, you can still specify an index value, which the system uses to
1917 * determine the texture wrapping mode.
1918 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1919 * means use the vertex position (camera-space) as the input texture coordinates
1920 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1921 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1922 * to the TEXCOORDINDEX value
1926 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1928 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1929 case WINED3DTSS_TCI_PASSTHRU:
1930 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1931 glDisable(GL_TEXTURE_GEN_S);
1932 glDisable(GL_TEXTURE_GEN_T);
1933 glDisable(GL_TEXTURE_GEN_R);
1934 glDisable(GL_TEXTURE_GEN_Q);
1935 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1936 break;
1938 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1939 /* CameraSpacePosition means use the vertex position, transformed to camera space,
1940 * as the input texture coordinates for this stage's texture transformation. This
1941 * equates roughly to EYE_LINEAR
1944 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1945 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1946 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1947 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1948 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1950 glMatrixMode(GL_MODELVIEW);
1951 glPushMatrix();
1952 glLoadIdentity();
1953 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1954 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1955 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1956 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1957 glPopMatrix();
1959 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1960 glEnable(GL_TEXTURE_GEN_S);
1961 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1962 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1963 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1964 glEnable(GL_TEXTURE_GEN_T);
1965 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1966 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1967 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1968 glEnable(GL_TEXTURE_GEN_R);
1969 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1970 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1971 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1973 break;
1975 case WINED3DTSS_TCI_CAMERASPACENORMAL:
1977 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1978 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1979 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1980 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1981 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1982 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1984 glMatrixMode(GL_MODELVIEW);
1985 glPushMatrix();
1986 glLoadIdentity();
1987 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1988 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1989 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1990 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1991 glPopMatrix();
1993 glEnable(GL_TEXTURE_GEN_S);
1994 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1995 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1996 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1997 glEnable(GL_TEXTURE_GEN_T);
1998 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1999 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2000 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2001 glEnable(GL_TEXTURE_GEN_R);
2002 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2003 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2004 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2007 break;
2009 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2011 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2012 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2013 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2014 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2015 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2016 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2018 glMatrixMode(GL_MODELVIEW);
2019 glPushMatrix();
2020 glLoadIdentity();
2021 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2022 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2023 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2024 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2025 glPopMatrix();
2027 glEnable(GL_TEXTURE_GEN_S);
2028 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2029 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2030 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2031 glEnable(GL_TEXTURE_GEN_T);
2032 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2033 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2034 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2035 glEnable(GL_TEXTURE_GEN_R);
2036 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2037 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2038 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2041 break;
2043 /* Unhandled types: */
2044 default:
2045 /* Todo: */
2046 /* ? disable GL_TEXTURE_GEN_n ? */
2047 glDisable(GL_TEXTURE_GEN_S);
2048 glDisable(GL_TEXTURE_GEN_T);
2049 glDisable(GL_TEXTURE_GEN_R);
2050 glDisable(GL_TEXTURE_GEN_Q);
2051 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2052 break;
2055 /* Update the texture matrix */
2056 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2057 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2060 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2061 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2062 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2063 * and do all the things linked to it
2064 * TODO: Tidy that up to reload only the arrays of the changed unit
2066 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2068 unloadTexCoords(stateblock);
2069 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2073 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2074 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2075 union {
2076 DWORD d;
2077 float f;
2078 } tmpvalue;
2080 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2081 if(tmpvalue.f != 0.0) {
2082 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2086 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2087 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2088 union {
2089 DWORD d;
2090 float f;
2091 } tmpvalue;
2093 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2094 if(tmpvalue.f != 0.0) {
2095 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2099 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2100 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2102 if(stage >= GL_LIMITS(texture_stages)) {
2103 return;
2106 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2107 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2111 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2112 DWORD sampler = state - STATE_SAMPLER(0);
2113 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2114 union {
2115 float f;
2116 DWORD d;
2117 } tmpvalue;
2119 TRACE("Sampler: %d\n", sampler);
2120 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2121 * only has to bind textures and set the per texture states
2124 if (mapped_stage == -1) {
2125 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2126 return;
2129 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2130 if (mapped_stage >= GL_LIMITS(samplers)) {
2131 return;
2133 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2134 checkGLcall("glActiveTextureARB");
2135 } else if (sampler > 0) {
2136 /* We can't do anything here */
2137 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2138 return;
2141 if(stateblock->textures[sampler]) {
2142 BOOL texIsPow2 = FALSE;
2144 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2145 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2146 * scaling is reapplied or removed, the texture matrix has to be reapplied
2148 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2149 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2150 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2151 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2152 texIsPow2 = TRUE;
2154 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2155 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2156 texIsPow2 = TRUE;
2160 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2161 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2162 context->lastWasPow2Texture[sampler] = texIsPow2;
2166 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2167 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2169 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2170 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2171 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2172 GL_TEXTURE_LOD_BIAS_EXT,
2173 tmpvalue.f);
2174 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2177 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2178 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2179 /* Using a pixel shader? Verify the sampler types */
2181 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2182 * dimensions because the shader knows from which texture type to sample from. For the sake of
2183 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2184 * dimensions. This should make wrong sampling sources visible :-)
2186 glEnable(stateblock->textureDimensions[sampler]);
2187 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2188 } else if(sampler < stateblock->lowest_disabled_stage) {
2189 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2190 activate_dimensions(sampler, stateblock, context);
2193 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2194 /* If color keying is enabled update the alpha test, it depends on the existence
2195 * of a color key in stage 0
2197 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2200 } else if(sampler < GL_LIMITS(texture_stages)) {
2201 if(sampler < stateblock->lowest_disabled_stage) {
2202 /* TODO: What should I do with pixel shaders here ??? */
2203 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2204 activate_dimensions(sampler, stateblock, context);
2206 } /* Otherwise tex_colorop disables the stage */
2207 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2208 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2212 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2213 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2215 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2216 * has an update pending
2218 if(isStateDirty(context, STATE_VDECL) ||
2219 isStateDirty(context, STATE_PIXELSHADER)) {
2220 return;
2223 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2226 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2227 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2228 BOOL use_pshader = use_ps(device);
2229 BOOL use_vshader = use_vs(device);
2230 BOOL update_fog = FALSE;
2231 int i;
2233 if (use_pshader) {
2234 if(!context->last_was_pshader) {
2235 /* Former draw without a pixel shader, some samplers
2236 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2237 * make sure to enable them
2239 for(i=0; i < MAX_SAMPLERS; i++) {
2240 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2241 sampler(STATE_SAMPLER(i), stateblock, context);
2244 update_fog = TRUE;
2245 } else {
2246 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2247 * if a different texture was bound. I don't have to do anything.
2251 /* Compile and bind the shader */
2252 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2253 } else {
2254 /* Disabled the pixel shader - color ops weren't applied
2255 * while it was enabled, so re-apply them.
2257 for(i=0; i < MAX_TEXTURES; i++) {
2258 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2259 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2262 if(context->last_was_pshader)
2263 update_fog = TRUE;
2266 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2267 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2269 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2270 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2274 if(update_fog)
2275 state_fog(state, stateblock, context);
2277 context->last_was_pshader = use_pshader;
2280 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2281 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2283 if(stateblock->pixelShader && stage != 0 &&
2284 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2285 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2286 * anyway
2288 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2289 !isStateDirty(context, STATE_PIXELSHADER)) {
2290 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2294 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2295 if(stage >= GL_LIMITS(texture_stages)) {
2296 WARN("Bump env matrix of unsupported stage set\n");
2297 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2298 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2299 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2301 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2302 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2303 checkGLcall("glTexBumpParameterfvATI");
2305 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2306 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2307 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2308 * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2309 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2310 * for stage + 1. Keep the nvrc tex unit mapping in mind too
2312 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2314 if(mapped_stage < GL_LIMITS(textures)) {
2315 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2316 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2318 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2319 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2320 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)\n");
2325 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2326 /* This function is called by transform_view below if the view matrix was changed too
2328 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2329 * does not always update the world matrix, only on a switch between transformed
2330 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2331 * draw, but that should be rather rare and cheaper in total.
2333 glMatrixMode(GL_MODELVIEW);
2334 checkGLcall("glMatrixMode");
2336 if(context->last_was_rhw) {
2337 glLoadIdentity();
2338 checkGLcall("glLoadIdentity()");
2339 } else {
2340 /* In the general case, the view matrix is the identity matrix */
2341 if (stateblock->wineD3DDevice->view_ident) {
2342 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2343 checkGLcall("glLoadMatrixf");
2344 } else {
2345 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2346 checkGLcall("glLoadMatrixf");
2347 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2348 checkGLcall("glMultMatrixf");
2353 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2354 UINT index = state - STATE_CLIPPLANE(0);
2356 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2357 return;
2360 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2361 glMatrixMode(GL_MODELVIEW);
2362 glPushMatrix();
2363 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2365 TRACE("Clipplane [%f,%f,%f,%f]\n",
2366 stateblock->clipplane[index][0],
2367 stateblock->clipplane[index][1],
2368 stateblock->clipplane[index][2],
2369 stateblock->clipplane[index][3]);
2370 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2371 checkGLcall("glClipPlane");
2373 glPopMatrix();
2376 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2377 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2378 GLenum glMat;
2379 TRACE("Setting world matrix %d\n", matrix);
2381 if(matrix >= GL_LIMITS(blends)) {
2382 WARN("Unsupported blend matrix set\n");
2383 return;
2384 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2385 return;
2388 /* GL_MODELVIEW0_ARB: 0x1700
2389 * GL_MODELVIEW1_ARB: 0x0x850a
2390 * GL_MODELVIEW2_ARB: 0x8722
2391 * GL_MODELVIEW3_ARB: 0x8723
2392 * etc
2393 * GL_MODELVIEW31_ARB: 0x873F
2395 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2396 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2398 glMatrixMode(glMat);
2399 checkGLcall("glMatrixMode(glMat)");
2401 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2402 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2404 if(stateblock->wineD3DDevice->view_ident) {
2405 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2406 checkGLcall("glLoadMatrixf")
2407 } else {
2408 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2409 checkGLcall("glLoadMatrixf")
2410 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2411 checkGLcall("glMultMatrixf")
2415 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2416 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2418 switch(val) {
2419 case WINED3DVBF_1WEIGHTS:
2420 case WINED3DVBF_2WEIGHTS:
2421 case WINED3DVBF_3WEIGHTS:
2422 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2423 glEnable(GL_VERTEX_BLEND_ARB);
2424 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2426 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2427 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2429 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2431 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2432 int i;
2433 for(i = 1; i < GL_LIMITS(blends); i++) {
2434 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2435 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2438 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2440 } else {
2441 /* TODO: Implement vertex blending in drawStridedSlow */
2442 FIXME("Vertex blending enabled, but not supported by hardware\n");
2444 break;
2446 case WINED3DVBF_DISABLE:
2447 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2448 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2449 glDisable(GL_VERTEX_BLEND_ARB);
2450 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2451 } else {
2452 TRACE("Vertex blending disabled\n");
2454 break;
2456 case WINED3DVBF_TWEENING:
2457 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2458 * vertex weights in the vertices?
2459 * For now we don't report that as supported, so a warn should suffice
2461 WARN("Tweening not supported yet\n");
2462 break;
2466 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2467 unsigned int k;
2469 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2470 * NOTE: We have to reset the positions even if the light/plane is not currently
2471 * enabled, since the call to enable it will not reset the position.
2472 * NOTE2: Apparently texture transforms do NOT need reapplying
2475 PLIGHTINFOEL *light = NULL;
2477 glMatrixMode(GL_MODELVIEW);
2478 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2479 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2480 checkGLcall("glLoadMatrixf(...)");
2482 /* Reset lights. TODO: Call light apply func */
2483 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2484 light = stateblock->activeLights[k];
2485 if(!light) continue;
2486 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2487 checkGLcall("glLightfv posn");
2488 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2489 checkGLcall("glLightfv dirn");
2492 /* Reset Clipping Planes */
2493 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2494 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2495 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2499 if(context->last_was_rhw) {
2500 glLoadIdentity();
2501 checkGLcall("glLoadIdentity()");
2502 /* No need to update the world matrix, the identity is fine */
2503 return;
2506 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2507 * No need to do it here if the state is scheduled for update.
2509 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2510 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2513 /* Avoid looping over a number of matrices if the app never used the functionality */
2514 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2515 for(k = 1; k < GL_LIMITS(blends); k++) {
2516 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2517 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2523 static const GLfloat invymat[16] = {
2524 1.0f, 0.0f, 0.0f, 0.0f,
2525 0.0f, -1.0f, 0.0f, 0.0f,
2526 0.0f, 0.0f, 1.0f, 0.0f,
2527 0.0f, 0.0f, 0.0f, 1.0f};
2529 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2530 glMatrixMode(GL_PROJECTION);
2531 checkGLcall("glMatrixMode(GL_PROJECTION)");
2532 glLoadIdentity();
2533 checkGLcall("glLoadIdentity");
2535 if(context->last_was_rhw) {
2536 double X, Y, height, width, minZ, maxZ;
2538 X = stateblock->viewport.X;
2539 Y = stateblock->viewport.Y;
2540 height = stateblock->viewport.Height;
2541 width = stateblock->viewport.Width;
2542 minZ = stateblock->viewport.MinZ;
2543 maxZ = stateblock->viewport.MaxZ;
2545 if(!stateblock->wineD3DDevice->untransformed) {
2546 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2547 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2548 * suppress depth clipping. This can be done because it is an orthogonal projection and
2549 * the Z coordinate does not affect the size of the primitives
2551 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2552 if(stateblock->wineD3DDevice->render_offscreen) {
2553 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2554 } else {
2555 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2557 } else {
2558 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2559 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2560 * unmodified to opengl.
2562 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2563 * replacement shader.
2565 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2566 if(stateblock->wineD3DDevice->render_offscreen) {
2567 glOrtho(X, X + width, -Y, -Y - height, 1.0, -1.0);
2568 } else {
2569 glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
2572 checkGLcall("glOrtho");
2574 /* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */
2575 glTranslatef(0.375, 0.375, 0);
2576 checkGLcall("glTranslatef(0.375, 0.375, 0)");
2577 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2578 * render everything upside down when rendering offscreen. */
2579 if (stateblock->wineD3DDevice->render_offscreen) {
2580 glMultMatrixf(invymat);
2581 checkGLcall("glMultMatrixf(invymat)");
2583 } else {
2584 /* The rule is that the window coordinate 0 does not correspond to the
2585 beginning of the first pixel, but the center of the first pixel.
2586 As a consequence if you want to correctly draw one line exactly from
2587 the left to the right end of the viewport (with all matrices set to
2588 be identity), the x coords of both ends of the line would be not
2589 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2590 instead. */
2591 glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
2592 checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
2594 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2595 * render everything upside down when rendering offscreen. */
2596 if (stateblock->wineD3DDevice->render_offscreen) {
2597 glMultMatrixf(invymat);
2598 checkGLcall("glMultMatrixf(invymat)");
2600 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2601 checkGLcall("glLoadMatrixf");
2605 /* This should match any arrays loaded in loadVertexData.
2606 * stateblock impl is required for GL_SUPPORT
2607 * TODO: Only load / unload arrays if we have to.
2609 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2610 glDisableClientState(GL_VERTEX_ARRAY);
2611 glDisableClientState(GL_NORMAL_ARRAY);
2612 glDisableClientState(GL_COLOR_ARRAY);
2613 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2614 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2616 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2617 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2618 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2619 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2621 unloadTexCoords(stateblock);
2624 /* This should match any arrays loaded in loadNumberedArrays
2625 * TODO: Only load / unload arrays if we have to.
2627 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2628 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2629 GLint maxAttribs;
2630 int i;
2632 /* Leave all the attribs disabled */
2633 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2634 /* MESA does not support it right not */
2635 if (glGetError() != GL_NO_ERROR)
2636 maxAttribs = 16;
2637 for (i = 0; i < maxAttribs; ++i) {
2638 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2639 checkGLcall("glDisableVertexAttribArrayARB(reg);");
2643 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2644 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2645 int i;
2646 UINT *offset = stateblock->streamOffset;
2648 /* Default to no instancing */
2649 stateblock->wineD3DDevice->instancedDraw = FALSE;
2651 for (i = 0; i < MAX_ATTRIBS; i++) {
2653 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2654 continue;
2656 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2657 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2658 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2659 stateblock->wineD3DDevice->instancedDraw = TRUE;
2660 continue;
2663 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2665 if(strided->u.input[i].dwStride) {
2666 if(curVBO != strided->u.input[i].VBO) {
2667 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2668 checkGLcall("glBindBufferARB");
2669 curVBO = strided->u.input[i].VBO;
2671 GL_EXTCALL(glVertexAttribPointerARB(i,
2672 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2673 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2674 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2675 strided->u.input[i].dwStride,
2676 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2677 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2678 } else {
2679 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2680 * set up the attribute statically. But we have to figure out the system memory address.
2682 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2683 if(strided->u.input[i].VBO) {
2684 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2685 ptr += (long) vb->resource.allocatedMemory;
2687 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2689 switch(strided->u.input[i].dwType) {
2690 case WINED3DDECLTYPE_FLOAT1:
2691 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2692 break;
2693 case WINED3DDECLTYPE_FLOAT2:
2694 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2695 break;
2696 case WINED3DDECLTYPE_FLOAT3:
2697 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2698 break;
2699 case WINED3DDECLTYPE_FLOAT4:
2700 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2701 break;
2703 case WINED3DDECLTYPE_UBYTE4:
2704 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2705 break;
2706 case WINED3DDECLTYPE_UBYTE4N:
2707 case WINED3DDECLTYPE_D3DCOLOR:
2708 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2709 break;
2711 case WINED3DDECLTYPE_SHORT2:
2712 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2713 break;
2714 case WINED3DDECLTYPE_SHORT4:
2715 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2716 break;
2718 case WINED3DDECLTYPE_SHORT2N:
2720 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2721 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2722 break;
2724 case WINED3DDECLTYPE_USHORT2N:
2726 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2727 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2728 break;
2730 case WINED3DDECLTYPE_SHORT4N:
2731 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2732 break;
2733 case WINED3DDECLTYPE_USHORT4N:
2734 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2735 break;
2737 case WINED3DDECLTYPE_UDEC3:
2738 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2739 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2740 break;
2741 case WINED3DDECLTYPE_DEC3N:
2742 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2743 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2744 break;
2746 case WINED3DDECLTYPE_FLOAT16_2:
2747 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2748 * byte float according to the IEEE standard
2750 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2751 break;
2752 case WINED3DDECLTYPE_FLOAT16_4:
2753 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2754 break;
2756 case WINED3DDECLTYPE_UNUSED:
2757 default:
2758 ERR("Unexpected declaration in stride 0 attributes\n");
2759 break;
2766 /* Used from 2 different functions, and too big to justify making it inlined */
2767 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2768 UINT *offset = stateblock->streamOffset;
2769 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2771 TRACE("Using fast vertex array code\n");
2773 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2774 stateblock->wineD3DDevice->instancedDraw = FALSE;
2776 /* Blend Data ---------------------------------------------- */
2777 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2778 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2780 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2781 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2782 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2784 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2785 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2787 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2789 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2790 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2791 sd->u.s.blendWeights.dwStride,
2792 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2794 if(curVBO != sd->u.s.blendWeights.VBO) {
2795 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2796 checkGLcall("glBindBufferARB");
2797 curVBO = sd->u.s.blendWeights.VBO;
2800 GL_EXTCALL(glWeightPointerARB)(
2801 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2802 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2803 sd->u.s.blendWeights.dwStride,
2804 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2806 checkGLcall("glWeightPointerARB");
2808 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2809 static BOOL showfixme = TRUE;
2810 if(showfixme){
2811 FIXME("blendMatrixIndices support\n");
2812 showfixme = FALSE;
2815 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2816 /* FIXME("TODO\n");*/
2817 #if 0
2819 GL_EXTCALL(glVertexWeightPointerEXT)(
2820 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2821 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2822 sd->u.s.blendWeights.dwStride,
2823 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2824 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2825 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2826 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2827 #endif
2829 } else {
2830 /* TODO: support blends in drawStridedSlow
2831 * No need to write a FIXME here, this is done after the general vertex decl decoding
2833 WARN("unsupported blending in openGl\n");
2835 } else {
2836 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2837 static const GLbyte one = 1;
2838 GL_EXTCALL(glWeightbvARB(1, &one));
2839 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
2843 #if 0 /* FOG ----------------------------------------------*/
2844 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2845 /* TODO: fog*/
2846 if (GL_SUPPORT(EXT_FOG_COORD) {
2847 glEnableClientState(GL_FOG_COORDINATE_EXT);
2848 (GL_EXTCALL)(FogCoordPointerEXT)(
2849 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2850 sd->u.s.fog.dwStride,
2851 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2852 } else {
2853 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2854 /* FIXME: fixme once */
2855 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
2857 } else {
2858 if (GL_SUPPRT(EXT_FOR_COORD) {
2859 /* make sure fog is disabled */
2860 glDisableClientState(GL_FOG_COORDINATE_EXT);
2863 #endif
2865 #if 0 /* tangents ----------------------------------------------*/
2866 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
2867 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2868 /* TODO: tangents*/
2869 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2870 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
2871 glEnable(GL_TANGENT_ARRAY_EXT);
2872 (GL_EXTCALL)(TangentPointerEXT)(
2873 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
2874 sd->u.s.tangent.dwStride,
2875 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
2876 } else {
2877 glDisable(GL_TANGENT_ARRAY_EXT);
2879 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2880 glEnable(GL_BINORMAL_ARRAY_EXT);
2881 (GL_EXTCALL)(BinormalPointerEXT)(
2882 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
2883 sd->u.s.binormal.dwStride,
2884 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
2885 } else{
2886 glDisable(GL_BINORMAL_ARRAY_EXT);
2889 } else {
2890 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
2891 /* FIXME: fixme once */
2892 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
2894 } else {
2895 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2896 /* make sure fog is disabled */
2897 glDisable(GL_TANGENT_ARRAY_EXT);
2898 glDisable(GL_BINORMAL_ARRAY_EXT);
2901 #endif
2903 /* Point Size ----------------------------------------------*/
2904 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
2906 /* no such functionality in the fixed function GL pipeline */
2907 TRACE("Cannot change ptSize here in openGl\n");
2908 /* TODO: Implement this function in using shaders if they are available */
2912 /* Vertex Pointers -----------------------------------------*/
2913 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
2914 /* Note dwType == float3 or float4 == 2 or 3 */
2915 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
2916 sd->u.s.position.dwStride,
2917 sd->u.s.position.dwType + 1,
2918 sd->u.s.position.lpData));
2920 if(curVBO != sd->u.s.position.VBO) {
2921 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
2922 checkGLcall("glBindBufferARB");
2923 curVBO = sd->u.s.position.VBO;
2926 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
2927 handling for rhw mode should not impact screen position whereas in GL it does.
2928 This may result in very slightly distored textures in rhw mode, but
2929 a very minimal different. There's always the other option of
2930 fixing the view matrix to prevent w from having any effect
2932 This only applies to user pointer sources, in VBOs the vertices are fixed up
2934 if(sd->u.s.position.VBO == 0) {
2935 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
2936 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2937 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2938 } else {
2939 glVertexPointer(
2940 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
2941 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2942 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2944 checkGLcall("glVertexPointer(...)");
2945 glEnableClientState(GL_VERTEX_ARRAY);
2946 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
2949 /* Normals -------------------------------------------------*/
2950 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
2951 /* Note dwType == float3 or float4 == 2 or 3 */
2952 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
2953 sd->u.s.normal.dwStride,
2954 sd->u.s.normal.lpData));
2955 if(curVBO != sd->u.s.normal.VBO) {
2956 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
2957 checkGLcall("glBindBufferARB");
2958 curVBO = sd->u.s.normal.VBO;
2960 glNormalPointer(
2961 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
2962 sd->u.s.normal.dwStride,
2963 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
2964 checkGLcall("glNormalPointer(...)");
2965 glEnableClientState(GL_NORMAL_ARRAY);
2966 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
2968 } else {
2969 glNormal3f(0, 0, 1);
2970 checkGLcall("glNormal3f(0, 0, 1)");
2973 /* Diffuse Colour --------------------------------------------*/
2974 /* WARNING: Data here MUST be in RGBA format, so cannot */
2975 /* go directly into fast mode from app pgm, because */
2976 /* directx requires data in BGRA format. */
2977 /* currently fixupVertices swizels the format, but this isn't */
2978 /* very practical when using VBOS */
2979 /* NOTE: Unless we write a vertex shader to swizel the colour */
2980 /* , or the user doesn't care and wants the speed advantage */
2982 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
2983 /* Note dwType == float3 or float4 == 2 or 3 */
2984 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2985 sd->u.s.diffuse.dwStride,
2986 sd->u.s.diffuse.lpData));
2988 if(curVBO != sd->u.s.diffuse.VBO) {
2989 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
2990 checkGLcall("glBindBufferARB");
2991 curVBO = sd->u.s.diffuse.VBO;
2993 glColorPointer(4, GL_UNSIGNED_BYTE,
2994 sd->u.s.diffuse.dwStride,
2995 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
2996 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
2997 glEnableClientState(GL_COLOR_ARRAY);
2998 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3000 } else {
3001 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3002 checkGLcall("glColor4f(1, 1, 1, 1)");
3005 /* Specular Colour ------------------------------------------*/
3006 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3007 TRACE("setting specular colour\n");
3008 /* Note dwType == float3 or float4 == 2 or 3 */
3009 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3010 sd->u.s.specular.dwStride,
3011 sd->u.s.specular.lpData));
3012 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3013 if(curVBO != sd->u.s.specular.VBO) {
3014 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3015 checkGLcall("glBindBufferARB");
3016 curVBO = sd->u.s.specular.VBO;
3018 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
3019 sd->u.s.specular.dwStride,
3020 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3021 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3022 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3023 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3024 } else {
3026 /* Missing specular color is not critical, no warnings */
3027 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3030 } else {
3031 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3032 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3033 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3034 } else {
3036 /* Missing specular color is not critical, no warnings */
3037 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3041 /* Texture coords -------------------------------------------*/
3042 loadTexCoords(stateblock, sd, &curVBO);
3045 static inline void drawPrimitiveTraceDataLocations(
3046 WineDirect3DVertexStridedData *dataLocations) {
3048 /* Dump out what parts we have supplied */
3049 TRACE("Strided Data:\n");
3050 TRACE_STRIDED((dataLocations), position);
3051 TRACE_STRIDED((dataLocations), blendWeights);
3052 TRACE_STRIDED((dataLocations), blendMatrixIndices);
3053 TRACE_STRIDED((dataLocations), normal);
3054 TRACE_STRIDED((dataLocations), pSize);
3055 TRACE_STRIDED((dataLocations), diffuse);
3056 TRACE_STRIDED((dataLocations), specular);
3057 TRACE_STRIDED((dataLocations), texCoords[0]);
3058 TRACE_STRIDED((dataLocations), texCoords[1]);
3059 TRACE_STRIDED((dataLocations), texCoords[2]);
3060 TRACE_STRIDED((dataLocations), texCoords[3]);
3061 TRACE_STRIDED((dataLocations), texCoords[4]);
3062 TRACE_STRIDED((dataLocations), texCoords[5]);
3063 TRACE_STRIDED((dataLocations), texCoords[6]);
3064 TRACE_STRIDED((dataLocations), texCoords[7]);
3065 TRACE_STRIDED((dataLocations), position2);
3066 TRACE_STRIDED((dataLocations), normal2);
3067 TRACE_STRIDED((dataLocations), tangent);
3068 TRACE_STRIDED((dataLocations), binormal);
3069 TRACE_STRIDED((dataLocations), tessFactor);
3070 TRACE_STRIDED((dataLocations), fog);
3071 TRACE_STRIDED((dataLocations), depth);
3072 TRACE_STRIDED((dataLocations), sample);
3074 return;
3077 /* Helper for vertexdeclaration() */
3078 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3079 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3080 BOOL fixup = FALSE;
3081 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3083 if(device->up_strided) {
3084 /* Note: this is a ddraw fixed-function code path */
3085 TRACE("================ Strided Input ===================\n");
3086 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3088 if(TRACE_ON(d3d)) {
3089 drawPrimitiveTraceDataLocations(dataLocations);
3091 } else {
3092 /* Note: This is a fixed function or shader codepath.
3093 * This means it must handle both types of strided data.
3094 * Shaders must go through here to zero the strided data, even if they
3095 * don't set any declaration at all
3097 TRACE("================ Vertex Declaration ===================\n");
3098 memset(dataLocations, 0, sizeof(*dataLocations));
3099 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3100 useVertexShaderFunction, dataLocations, &fixup);
3103 if (dataLocations->u.s.position_transformed) {
3104 useVertexShaderFunction = FALSE;
3107 /* Unload the old arrays before loading the new ones to get old junk out */
3108 if(context->numberedArraysLoaded) {
3109 unloadNumberedArrays(stateblock);
3110 context->numberedArraysLoaded = FALSE;
3112 if(context->namedArraysLoaded) {
3113 unloadVertexData(stateblock);
3114 context->namedArraysLoaded = FALSE;
3117 if(useVertexShaderFunction) {
3118 TRACE("Loading numbered arrays\n");
3119 loadNumberedArrays(stateblock, dataLocations);
3120 device->useDrawStridedSlow = FALSE;
3121 context->numberedArraysLoaded = TRUE;
3122 } else if (fixup ||
3123 (dataLocations->u.s.pSize.lpData == NULL &&
3124 dataLocations->u.s.diffuse.lpData == NULL &&
3125 dataLocations->u.s.specular.lpData == NULL)) {
3126 /* Load the vertex data using named arrays */
3127 TRACE("Loading vertex data\n");
3128 loadVertexData(stateblock, dataLocations);
3129 device->useDrawStridedSlow = FALSE;
3130 context->namedArraysLoaded = TRUE;
3131 } else {
3132 TRACE("Not loading vertex data\n");
3133 device->useDrawStridedSlow = TRUE;
3136 /* Generate some fixme's if unsupported functionality is being used */
3137 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3138 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3139 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3140 FIXME("Tweening is only valid with vertex shaders\n");
3142 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3143 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3145 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3146 FIXME("Extended attributes are only valid with vertex shaders\n");
3148 #undef BUFFER_OR_DATA
3151 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3152 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3153 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3154 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3155 BOOL transformed;
3156 /* Some stuff is in the device until we have per context tracking */
3157 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3158 BOOL wasrhw = context->last_was_rhw;
3160 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3161 * here simply check whether a shader was set, or the user disabled shaders
3163 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3164 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3165 useVertexShaderFunction = TRUE;
3167 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3168 updateFog = TRUE;
3170 } else if(context->last_was_foggy_shader) {
3171 updateFog = TRUE;
3174 handleStreams(stateblock, useVertexShaderFunction, context);
3176 transformed = device->strided_streams.u.s.position_transformed;
3177 if (transformed) useVertexShaderFunction = FALSE;
3179 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3180 updateFog = TRUE;
3183 /* Reapply lighting if it is not scheduled for reapplication already */
3184 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3185 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3188 if (transformed) {
3189 context->last_was_rhw = TRUE;
3190 } else {
3192 /* Untransformed, so relies on the view and projection matrices */
3193 context->last_was_rhw = FALSE;
3194 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3195 device->untransformed = TRUE;
3197 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3198 * Not needed as long as only hw shaders are supported
3201 /* This sets the shader output position correction constants.
3202 * TODO: Move to the viewport state
3204 if (useVertexShaderFunction) {
3205 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3209 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3210 * off this function will be called again anyway to make sure they're properly set
3212 if(!useVertexShaderFunction) {
3213 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3214 * or transformed / untransformed was switched
3216 if(wasrhw != context->last_was_rhw &&
3217 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3218 !isStateDirty(context, STATE_VIEWPORT)) {
3219 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3221 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3222 * mode.
3224 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3225 * this check will fail and the matrix not applied again. This is OK because a simple
3226 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3227 * needs of the vertex declaration.
3229 * World and view matrix go into the same gl matrix, so only apply them when neither is
3230 * dirty
3232 if(transformed != wasrhw &&
3233 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3234 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3235 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3238 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3239 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3242 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3243 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3245 } else {
3246 /* We compile the shader here because we need the vertex declaration
3247 * in order to determine if we need to do any swizzling for D3DCOLOR
3248 * registers. If the shader is already compiled this call will do nothing. */
3249 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3251 if(!context->last_was_vshader) {
3252 int i;
3253 static BOOL warned = FALSE;
3254 /* Disable all clip planes to get defined results on all drivers. See comment in the
3255 * state_clipping state handler
3257 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3258 glDisable(GL_CLIP_PLANE0 + i);
3259 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3262 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3263 FIXME("Clipping not supported with vertex shaders\n");
3264 warned = TRUE;
3269 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3270 * application
3272 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3273 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3275 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3276 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3280 context->last_was_vshader = useVertexShaderFunction;
3282 if(updateFog) {
3283 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3287 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3288 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3289 checkGLcall("glDepthRange");
3290 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3292 if(stateblock->wineD3DDevice->render_offscreen) {
3293 glViewport(stateblock->viewport.X,
3294 stateblock->viewport.Y,
3295 stateblock->viewport.Width, stateblock->viewport.Height);
3296 } else {
3297 glViewport(stateblock->viewport.X,
3298 (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3299 stateblock->viewport.Width, stateblock->viewport.Height);
3302 checkGLcall("glViewport");
3304 stateblock->wineD3DDevice->posFixup[2] = 0.9 / stateblock->viewport.Width;
3305 stateblock->wineD3DDevice->posFixup[3] = -0.9 / stateblock->viewport.Height;
3306 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3307 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3312 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3313 UINT Index = state - STATE_ACTIVELIGHT(0);
3314 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3316 if(!lightInfo) {
3317 glDisable(GL_LIGHT0 + Index);
3318 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3319 } else {
3320 float quad_att;
3321 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3323 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3324 glMatrixMode(GL_MODELVIEW);
3325 glPushMatrix();
3326 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3328 /* Diffuse: */
3329 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3330 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3331 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3332 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3333 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3334 checkGLcall("glLightfv");
3336 /* Specular */
3337 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3338 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3339 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3340 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3341 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3342 checkGLcall("glLightfv");
3344 /* Ambient */
3345 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3346 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3347 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3348 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3349 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3350 checkGLcall("glLightfv");
3352 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3353 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3354 } else {
3355 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3358 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3359 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3360 * Attenuation0 to NaN and crashes in the gl lib
3363 switch (lightInfo->OriginalParms.Type) {
3364 case WINED3DLIGHT_POINT:
3365 /* Position */
3366 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3367 checkGLcall("glLightfv");
3368 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3369 checkGLcall("glLightf");
3370 /* Attenuation - Are these right? guessing... */
3371 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3372 checkGLcall("glLightf");
3373 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3374 checkGLcall("glLightf");
3375 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3376 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3377 checkGLcall("glLightf");
3378 /* FIXME: Range */
3379 break;
3381 case WINED3DLIGHT_SPOT:
3382 /* Position */
3383 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3384 checkGLcall("glLightfv");
3385 /* Direction */
3386 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3387 checkGLcall("glLightfv");
3388 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3389 checkGLcall("glLightf");
3390 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3391 checkGLcall("glLightf");
3392 /* Attenuation - Are these right? guessing... */
3393 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3394 checkGLcall("glLightf");
3395 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3396 checkGLcall("glLightf");
3397 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3398 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3399 checkGLcall("glLightf");
3400 /* FIXME: Range */
3401 break;
3403 case WINED3DLIGHT_DIRECTIONAL:
3404 /* Direction */
3405 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3406 checkGLcall("glLightfv");
3407 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3408 checkGLcall("glLightf");
3409 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3410 checkGLcall("glLightf");
3411 break;
3413 default:
3414 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3417 /* Restore the modelview matrix */
3418 glPopMatrix();
3420 glEnable(GL_LIGHT0 + Index);
3421 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3424 return;
3427 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3428 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3429 RECT *pRect = &stateblock->scissorRect;
3430 RECT windowRect;
3431 UINT winHeight;
3433 GetClientRect(swapchain->win_handle, &windowRect);
3434 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3435 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3437 winHeight = windowRect.bottom - windowRect.top;
3438 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3439 pRect->right - pRect->left, pRect->bottom - pRect->top);
3440 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3441 checkGLcall("glScissor");
3444 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3445 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3446 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3447 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3448 } else {
3449 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3450 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3455 const struct StateEntry StateTable[] =
3457 /* State name representative, apply function */
3458 { /* 0, Undefined */ 0, state_undefined },
3459 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3460 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3461 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3462 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3463 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3464 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3465 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3466 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3467 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3468 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3469 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3470 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3471 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3472 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3473 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3474 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3475 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3476 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3477 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3478 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3479 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3480 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3481 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3482 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3483 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3484 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3485 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3486 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3487 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3488 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3489 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3490 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3491 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3492 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3493 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3494 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3495 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3496 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3497 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3498 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3499 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3500 { /* 42, undefined */ 0, state_undefined },
3501 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3502 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3503 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3504 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3505 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3506 { /* 48, WINED3DRS_RANGEFOGENABLE */ 0, state_nogl },
3507 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3508 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3509 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3510 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3511 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3512 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3513 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3514 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3515 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3516 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3517 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3518 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3519 { /* 61, Undefined */ 0, state_undefined },
3520 { /* 62, Undefined */ 0, state_undefined },
3521 { /* 63, Undefined */ 0, state_undefined },
3522 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3523 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3524 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3525 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3526 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3527 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3528 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3529 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3530 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3531 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3532 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3533 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3534 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3535 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3536 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3537 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3538 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3539 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3540 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3541 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3542 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3543 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3544 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3545 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3546 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3547 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3548 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3549 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3550 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3551 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3552 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3553 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3554 { /* 96, Undefined */ 0, state_undefined },
3555 { /* 97, Undefined */ 0, state_undefined },
3556 { /* 98, Undefined */ 0, state_undefined },
3557 { /* 99, Undefined */ 0, state_undefined },
3558 { /*100, Undefined */ 0, state_undefined },
3559 { /*101, Undefined */ 0, state_undefined },
3560 { /*102, Undefined */ 0, state_undefined },
3561 { /*103, Undefined */ 0, state_undefined },
3562 { /*104, Undefined */ 0, state_undefined },
3563 { /*105, Undefined */ 0, state_undefined },
3564 { /*106, Undefined */ 0, state_undefined },
3565 { /*107, Undefined */ 0, state_undefined },
3566 { /*108, Undefined */ 0, state_undefined },
3567 { /*109, Undefined */ 0, state_undefined },
3568 { /*110, Undefined */ 0, state_undefined },
3569 { /*111, Undefined */ 0, state_undefined },
3570 { /*112, Undefined */ 0, state_undefined },
3571 { /*113, Undefined */ 0, state_undefined },
3572 { /*114, Undefined */ 0, state_undefined },
3573 { /*115, Undefined */ 0, state_undefined },
3574 { /*116, Undefined */ 0, state_undefined },
3575 { /*117, Undefined */ 0, state_undefined },
3576 { /*118, Undefined */ 0, state_undefined },
3577 { /*119, Undefined */ 0, state_undefined },
3578 { /*120, Undefined */ 0, state_undefined },
3579 { /*121, Undefined */ 0, state_undefined },
3580 { /*122, Undefined */ 0, state_undefined },
3581 { /*123, Undefined */ 0, state_undefined },
3582 { /*124, Undefined */ 0, state_undefined },
3583 { /*125, Undefined */ 0, state_undefined },
3584 { /*126, Undefined */ 0, state_undefined },
3585 { /*127, Undefined */ 0, state_undefined },
3586 /* Big hole ends */
3587 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3588 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3589 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3590 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3591 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3592 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3593 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3594 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3595 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3596 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3597 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3598 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3599 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3600 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3601 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3602 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3603 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3604 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3605 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3606 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3607 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3608 { /*149, Undefined */ 0, state_undefined },
3609 { /*150, Undefined */ 0, state_undefined },
3610 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
3611 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3612 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3613 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
3614 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3615 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3616 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3617 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3618 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3619 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3620 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3621 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3622 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3623 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3624 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3625 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3626 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3627 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3628 { /*169, Undefined */ 0, state_undefined },
3629 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3630 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3631 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3632 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3633 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3634 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3635 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3636 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3637 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3638 { /*177, undefined */ 0, state_undefined },
3639 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3640 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3641 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3642 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3643 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3644 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3645 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3646 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3647 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3648 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3649 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3650 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3651 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3652 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3653 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3654 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3655 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite },
3656 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3657 { /*196, undefined */ 0, state_undefined },
3658 { /*197, undefined */ 0, state_undefined },
3659 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3660 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3661 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3662 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3663 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3664 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3665 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3666 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3667 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3668 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3669 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3670 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3671 /* Texture stage states */
3672 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3673 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3674 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3675 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3676 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3677 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3678 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3679 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3680 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3681 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3682 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3683 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3684 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3685 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3686 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3687 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3688 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3689 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3690 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3691 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3692 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3693 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3694 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3695 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3696 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3697 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3698 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3699 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3700 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3701 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3702 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3703 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3705 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3706 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3707 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3708 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3709 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3710 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3711 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3712 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3713 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3714 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3715 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3716 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3717 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3718 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3719 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3720 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3721 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3722 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3723 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3724 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3725 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3726 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3727 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3728 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3729 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3730 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3731 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3732 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
3733 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3734 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3735 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3736 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3738 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3739 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3740 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3741 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3742 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3743 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3744 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3745 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3746 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3747 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3748 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3749 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3750 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3751 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3752 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3753 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3754 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3755 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3756 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3757 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3758 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3759 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3760 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3761 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3762 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3763 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3764 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3765 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
3766 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3767 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3768 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3769 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3771 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3772 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3773 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3774 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3775 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3776 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3777 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3778 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3779 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3780 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3781 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3782 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3783 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3784 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3785 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3786 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3787 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3788 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3789 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3790 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3791 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3792 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3793 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3794 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3795 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3796 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3797 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3798 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
3799 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3800 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3801 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3802 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3804 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3805 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3806 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3807 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3808 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3809 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3810 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3811 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3812 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3813 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3814 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3815 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3816 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3817 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3818 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3819 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3820 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3821 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3822 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3823 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3824 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3825 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3826 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3827 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3828 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3829 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3830 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3831 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
3832 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3833 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3834 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3835 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3837 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3838 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3839 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3840 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3841 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3842 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3843 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3844 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3845 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3846 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3847 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3848 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3849 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3850 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3851 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3852 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3853 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3854 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3855 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3856 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3857 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3858 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3859 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3860 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3861 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3862 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3863 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3864 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
3865 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3866 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3867 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3868 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3870 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3871 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3872 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3873 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3874 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3875 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3876 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3877 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3878 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3879 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3880 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3881 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3882 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3883 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3884 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3885 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3886 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3887 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3888 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3889 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3890 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3891 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3892 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3893 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3894 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3895 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3896 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3897 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
3898 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3899 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3900 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3901 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3903 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3904 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3905 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3906 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3907 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3908 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3909 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3910 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3911 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3912 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3913 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3914 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3915 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3916 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3917 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3918 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3919 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3920 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3921 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3922 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3923 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3924 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3925 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3926 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3927 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3928 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3929 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3930 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
3931 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3932 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3933 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3934 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3935 /* Sampler states */
3936 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
3937 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
3938 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
3939 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
3940 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
3941 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
3942 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
3943 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
3944 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
3945 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
3946 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
3947 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
3948 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
3949 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
3950 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
3951 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
3952 /* Pixel shader */
3953 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
3954 /* Transform states follow */
3955 { /* 1, undefined */ 0, state_undefined },
3956 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
3957 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
3958 { /* 4, undefined */ 0, state_undefined },
3959 { /* 5, undefined */ 0, state_undefined },
3960 { /* 6, undefined */ 0, state_undefined },
3961 { /* 7, undefined */ 0, state_undefined },
3962 { /* 8, undefined */ 0, state_undefined },
3963 { /* 9, undefined */ 0, state_undefined },
3964 { /* 10, undefined */ 0, state_undefined },
3965 { /* 11, undefined */ 0, state_undefined },
3966 { /* 12, undefined */ 0, state_undefined },
3967 { /* 13, undefined */ 0, state_undefined },
3968 { /* 14, undefined */ 0, state_undefined },
3969 { /* 15, undefined */ 0, state_undefined },
3970 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3971 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3972 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3973 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3974 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3975 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3976 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3977 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3978 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
3979 { /* 24, undefined */ 0, state_undefined },
3980 { /* 25, undefined */ 0, state_undefined },
3981 { /* 26, undefined */ 0, state_undefined },
3982 { /* 27, undefined */ 0, state_undefined },
3983 { /* 28, undefined */ 0, state_undefined },
3984 { /* 29, undefined */ 0, state_undefined },
3985 { /* 30, undefined */ 0, state_undefined },
3986 { /* 31, undefined */ 0, state_undefined },
3987 { /* 32, undefined */ 0, state_undefined },
3988 { /* 33, undefined */ 0, state_undefined },
3989 { /* 34, undefined */ 0, state_undefined },
3990 { /* 35, undefined */ 0, state_undefined },
3991 { /* 36, undefined */ 0, state_undefined },
3992 { /* 37, undefined */ 0, state_undefined },
3993 { /* 38, undefined */ 0, state_undefined },
3994 { /* 39, undefined */ 0, state_undefined },
3995 { /* 40, undefined */ 0, state_undefined },
3996 { /* 41, undefined */ 0, state_undefined },
3997 { /* 42, undefined */ 0, state_undefined },
3998 { /* 43, undefined */ 0, state_undefined },
3999 { /* 44, undefined */ 0, state_undefined },
4000 { /* 45, undefined */ 0, state_undefined },
4001 { /* 46, undefined */ 0, state_undefined },
4002 { /* 47, undefined */ 0, state_undefined },
4003 { /* 48, undefined */ 0, state_undefined },
4004 { /* 49, undefined */ 0, state_undefined },
4005 { /* 50, undefined */ 0, state_undefined },
4006 { /* 51, undefined */ 0, state_undefined },
4007 { /* 52, undefined */ 0, state_undefined },
4008 { /* 53, undefined */ 0, state_undefined },
4009 { /* 54, undefined */ 0, state_undefined },
4010 { /* 55, undefined */ 0, state_undefined },
4011 { /* 56, undefined */ 0, state_undefined },
4012 { /* 57, undefined */ 0, state_undefined },
4013 { /* 58, undefined */ 0, state_undefined },
4014 { /* 59, undefined */ 0, state_undefined },
4015 { /* 60, undefined */ 0, state_undefined },
4016 { /* 61, undefined */ 0, state_undefined },
4017 { /* 62, undefined */ 0, state_undefined },
4018 { /* 63, undefined */ 0, state_undefined },
4019 { /* 64, undefined */ 0, state_undefined },
4020 { /* 65, undefined */ 0, state_undefined },
4021 { /* 66, undefined */ 0, state_undefined },
4022 { /* 67, undefined */ 0, state_undefined },
4023 { /* 68, undefined */ 0, state_undefined },
4024 { /* 69, undefined */ 0, state_undefined },
4025 { /* 70, undefined */ 0, state_undefined },
4026 { /* 71, undefined */ 0, state_undefined },
4027 { /* 72, undefined */ 0, state_undefined },
4028 { /* 73, undefined */ 0, state_undefined },
4029 { /* 74, undefined */ 0, state_undefined },
4030 { /* 75, undefined */ 0, state_undefined },
4031 { /* 76, undefined */ 0, state_undefined },
4032 { /* 77, undefined */ 0, state_undefined },
4033 { /* 78, undefined */ 0, state_undefined },
4034 { /* 79, undefined */ 0, state_undefined },
4035 { /* 80, undefined */ 0, state_undefined },
4036 { /* 81, undefined */ 0, state_undefined },
4037 { /* 82, undefined */ 0, state_undefined },
4038 { /* 83, undefined */ 0, state_undefined },
4039 { /* 84, undefined */ 0, state_undefined },
4040 { /* 85, undefined */ 0, state_undefined },
4041 { /* 86, undefined */ 0, state_undefined },
4042 { /* 87, undefined */ 0, state_undefined },
4043 { /* 88, undefined */ 0, state_undefined },
4044 { /* 89, undefined */ 0, state_undefined },
4045 { /* 90, undefined */ 0, state_undefined },
4046 { /* 91, undefined */ 0, state_undefined },
4047 { /* 92, undefined */ 0, state_undefined },
4048 { /* 93, undefined */ 0, state_undefined },
4049 { /* 94, undefined */ 0, state_undefined },
4050 { /* 95, undefined */ 0, state_undefined },
4051 { /* 96, undefined */ 0, state_undefined },
4052 { /* 97, undefined */ 0, state_undefined },
4053 { /* 98, undefined */ 0, state_undefined },
4054 { /* 99, undefined */ 0, state_undefined },
4055 { /*100, undefined */ 0, state_undefined },
4056 { /*101, undefined */ 0, state_undefined },
4057 { /*102, undefined */ 0, state_undefined },
4058 { /*103, undefined */ 0, state_undefined },
4059 { /*104, undefined */ 0, state_undefined },
4060 { /*105, undefined */ 0, state_undefined },
4061 { /*106, undefined */ 0, state_undefined },
4062 { /*107, undefined */ 0, state_undefined },
4063 { /*108, undefined */ 0, state_undefined },
4064 { /*109, undefined */ 0, state_undefined },
4065 { /*110, undefined */ 0, state_undefined },
4066 { /*111, undefined */ 0, state_undefined },
4067 { /*112, undefined */ 0, state_undefined },
4068 { /*113, undefined */ 0, state_undefined },
4069 { /*114, undefined */ 0, state_undefined },
4070 { /*115, undefined */ 0, state_undefined },
4071 { /*116, undefined */ 0, state_undefined },
4072 { /*117, undefined */ 0, state_undefined },
4073 { /*118, undefined */ 0, state_undefined },
4074 { /*119, undefined */ 0, state_undefined },
4075 { /*120, undefined */ 0, state_undefined },
4076 { /*121, undefined */ 0, state_undefined },
4077 { /*122, undefined */ 0, state_undefined },
4078 { /*123, undefined */ 0, state_undefined },
4079 { /*124, undefined */ 0, state_undefined },
4080 { /*125, undefined */ 0, state_undefined },
4081 { /*126, undefined */ 0, state_undefined },
4082 { /*127, undefined */ 0, state_undefined },
4083 { /*128, undefined */ 0, state_undefined },
4084 { /*129, undefined */ 0, state_undefined },
4085 { /*130, undefined */ 0, state_undefined },
4086 { /*131, undefined */ 0, state_undefined },
4087 { /*132, undefined */ 0, state_undefined },
4088 { /*133, undefined */ 0, state_undefined },
4089 { /*134, undefined */ 0, state_undefined },
4090 { /*135, undefined */ 0, state_undefined },
4091 { /*136, undefined */ 0, state_undefined },
4092 { /*137, undefined */ 0, state_undefined },
4093 { /*138, undefined */ 0, state_undefined },
4094 { /*139, undefined */ 0, state_undefined },
4095 { /*140, undefined */ 0, state_undefined },
4096 { /*141, undefined */ 0, state_undefined },
4097 { /*142, undefined */ 0, state_undefined },
4098 { /*143, undefined */ 0, state_undefined },
4099 { /*144, undefined */ 0, state_undefined },
4100 { /*145, undefined */ 0, state_undefined },
4101 { /*146, undefined */ 0, state_undefined },
4102 { /*147, undefined */ 0, state_undefined },
4103 { /*148, undefined */ 0, state_undefined },
4104 { /*149, undefined */ 0, state_undefined },
4105 { /*150, undefined */ 0, state_undefined },
4106 { /*151, undefined */ 0, state_undefined },
4107 { /*152, undefined */ 0, state_undefined },
4108 { /*153, undefined */ 0, state_undefined },
4109 { /*154, undefined */ 0, state_undefined },
4110 { /*155, undefined */ 0, state_undefined },
4111 { /*156, undefined */ 0, state_undefined },
4112 { /*157, undefined */ 0, state_undefined },
4113 { /*158, undefined */ 0, state_undefined },
4114 { /*159, undefined */ 0, state_undefined },
4115 { /*160, undefined */ 0, state_undefined },
4116 { /*161, undefined */ 0, state_undefined },
4117 { /*162, undefined */ 0, state_undefined },
4118 { /*163, undefined */ 0, state_undefined },
4119 { /*164, undefined */ 0, state_undefined },
4120 { /*165, undefined */ 0, state_undefined },
4121 { /*166, undefined */ 0, state_undefined },
4122 { /*167, undefined */ 0, state_undefined },
4123 { /*168, undefined */ 0, state_undefined },
4124 { /*169, undefined */ 0, state_undefined },
4125 { /*170, undefined */ 0, state_undefined },
4126 { /*171, undefined */ 0, state_undefined },
4127 { /*172, undefined */ 0, state_undefined },
4128 { /*173, undefined */ 0, state_undefined },
4129 { /*174, undefined */ 0, state_undefined },
4130 { /*175, undefined */ 0, state_undefined },
4131 { /*176, undefined */ 0, state_undefined },
4132 { /*177, undefined */ 0, state_undefined },
4133 { /*178, undefined */ 0, state_undefined },
4134 { /*179, undefined */ 0, state_undefined },
4135 { /*180, undefined */ 0, state_undefined },
4136 { /*181, undefined */ 0, state_undefined },
4137 { /*182, undefined */ 0, state_undefined },
4138 { /*183, undefined */ 0, state_undefined },
4139 { /*184, undefined */ 0, state_undefined },
4140 { /*185, undefined */ 0, state_undefined },
4141 { /*186, undefined */ 0, state_undefined },
4142 { /*187, undefined */ 0, state_undefined },
4143 { /*188, undefined */ 0, state_undefined },
4144 { /*189, undefined */ 0, state_undefined },
4145 { /*190, undefined */ 0, state_undefined },
4146 { /*191, undefined */ 0, state_undefined },
4147 { /*192, undefined */ 0, state_undefined },
4148 { /*193, undefined */ 0, state_undefined },
4149 { /*194, undefined */ 0, state_undefined },
4150 { /*195, undefined */ 0, state_undefined },
4151 { /*196, undefined */ 0, state_undefined },
4152 { /*197, undefined */ 0, state_undefined },
4153 { /*198, undefined */ 0, state_undefined },
4154 { /*199, undefined */ 0, state_undefined },
4155 { /*200, undefined */ 0, state_undefined },
4156 { /*201, undefined */ 0, state_undefined },
4157 { /*202, undefined */ 0, state_undefined },
4158 { /*203, undefined */ 0, state_undefined },
4159 { /*204, undefined */ 0, state_undefined },
4160 { /*205, undefined */ 0, state_undefined },
4161 { /*206, undefined */ 0, state_undefined },
4162 { /*207, undefined */ 0, state_undefined },
4163 { /*208, undefined */ 0, state_undefined },
4164 { /*209, undefined */ 0, state_undefined },
4165 { /*210, undefined */ 0, state_undefined },
4166 { /*211, undefined */ 0, state_undefined },
4167 { /*212, undefined */ 0, state_undefined },
4168 { /*213, undefined */ 0, state_undefined },
4169 { /*214, undefined */ 0, state_undefined },
4170 { /*215, undefined */ 0, state_undefined },
4171 { /*216, undefined */ 0, state_undefined },
4172 { /*217, undefined */ 0, state_undefined },
4173 { /*218, undefined */ 0, state_undefined },
4174 { /*219, undefined */ 0, state_undefined },
4175 { /*220, undefined */ 0, state_undefined },
4176 { /*221, undefined */ 0, state_undefined },
4177 { /*222, undefined */ 0, state_undefined },
4178 { /*223, undefined */ 0, state_undefined },
4179 { /*224, undefined */ 0, state_undefined },
4180 { /*225, undefined */ 0, state_undefined },
4181 { /*226, undefined */ 0, state_undefined },
4182 { /*227, undefined */ 0, state_undefined },
4183 { /*228, undefined */ 0, state_undefined },
4184 { /*229, undefined */ 0, state_undefined },
4185 { /*230, undefined */ 0, state_undefined },
4186 { /*231, undefined */ 0, state_undefined },
4187 { /*232, undefined */ 0, state_undefined },
4188 { /*233, undefined */ 0, state_undefined },
4189 { /*234, undefined */ 0, state_undefined },
4190 { /*235, undefined */ 0, state_undefined },
4191 { /*236, undefined */ 0, state_undefined },
4192 { /*237, undefined */ 0, state_undefined },
4193 { /*238, undefined */ 0, state_undefined },
4194 { /*239, undefined */ 0, state_undefined },
4195 { /*240, undefined */ 0, state_undefined },
4196 { /*241, undefined */ 0, state_undefined },
4197 { /*242, undefined */ 0, state_undefined },
4198 { /*243, undefined */ 0, state_undefined },
4199 { /*244, undefined */ 0, state_undefined },
4200 { /*245, undefined */ 0, state_undefined },
4201 { /*246, undefined */ 0, state_undefined },
4202 { /*247, undefined */ 0, state_undefined },
4203 { /*248, undefined */ 0, state_undefined },
4204 { /*249, undefined */ 0, state_undefined },
4205 { /*250, undefined */ 0, state_undefined },
4206 { /*251, undefined */ 0, state_undefined },
4207 { /*252, undefined */ 0, state_undefined },
4208 { /*253, undefined */ 0, state_undefined },
4209 { /*254, undefined */ 0, state_undefined },
4210 { /*255, undefined */ 0, state_undefined },
4211 /* End huge gap */
4212 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4213 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4214 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4215 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4216 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4217 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4218 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4219 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4220 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4221 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4222 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4223 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4224 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4225 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4226 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4227 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4228 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4229 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4230 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4231 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4232 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4233 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4234 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4235 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4236 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4237 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4238 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4239 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4240 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4241 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4242 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4243 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4244 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4245 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4246 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4247 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4248 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4249 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4250 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4251 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4252 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4253 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4254 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4255 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4256 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4257 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4258 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4259 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4260 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4261 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4262 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4263 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4264 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4265 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4266 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4267 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4268 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4269 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4270 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4271 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4272 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4273 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4274 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4275 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4276 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4277 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4278 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4279 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4280 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4281 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4282 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4283 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4284 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4285 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4286 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4287 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4288 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4289 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4290 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4291 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4292 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4293 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4294 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4295 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4296 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4297 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4298 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4299 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4300 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4301 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4302 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4303 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4304 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4305 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4306 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4307 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4308 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4309 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4310 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4311 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4312 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4313 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4314 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4315 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4316 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4317 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4318 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4319 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4320 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4321 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4322 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4323 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4324 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4325 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4326 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4327 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4328 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4329 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4330 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4331 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4332 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4333 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4334 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4335 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4336 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4337 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4338 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4339 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4340 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4341 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4342 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4343 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4344 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4345 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4346 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4347 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4348 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4349 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4350 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4351 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4352 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4353 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4354 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4355 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4356 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4357 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4358 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4359 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4360 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4361 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4362 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4363 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4364 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4365 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4366 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4367 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4368 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4369 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4370 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4371 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4372 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4373 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4374 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4375 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4376 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4377 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4378 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4379 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4380 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4381 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4382 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4383 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4384 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4385 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4386 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4387 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4388 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4389 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4390 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4391 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4392 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4393 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4394 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4395 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4396 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4397 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4398 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4399 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4400 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4401 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4402 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4403 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4404 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4405 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4406 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4407 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4408 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4409 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4410 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4411 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4412 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4413 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4414 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4415 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4416 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4417 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4418 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4419 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4420 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4421 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4422 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4423 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4424 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4425 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4426 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4427 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4428 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4429 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4430 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4431 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4432 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4433 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4434 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4435 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4436 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4437 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4438 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4439 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4440 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4441 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4442 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4443 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4444 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4445 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4446 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4447 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4448 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4449 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4450 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4451 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4452 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4453 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4454 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4455 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4456 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4457 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4458 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4459 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4460 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4461 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4462 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4463 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4464 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4465 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4466 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4467 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4468 /* Various Vertex states follow */
4469 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4470 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4471 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4472 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4473 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4474 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4475 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4476 /* Lights */
4477 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4478 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4479 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4480 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4481 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4482 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4483 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4484 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4486 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4487 /* Clip planes */
4488 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4489 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4490 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4491 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4492 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4493 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4494 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4495 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4496 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4497 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4498 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4499 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4500 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4501 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4502 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4503 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4504 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4505 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4506 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4507 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4508 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4509 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4510 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4511 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4512 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4513 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4514 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4515 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4516 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4517 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4518 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4519 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },