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[wine.git] / dlls / wined3d / state.c
blobbbf87b590d930715cd01935597cf4605ae3eeb73
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_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
41 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
42 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
43 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
45 if(STATE_IS_RENDER(state)) {
46 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
47 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
48 } else {
49 /* Shouldn't have an unknown type here */
50 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
54 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
55 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
56 * list without causing confusing terminal output. Deliberately no special debug name here
57 * because its undefined.
59 WARN("undefined state %d\n", state);
62 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
63 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
65 switch(Value) {
66 case WINED3DFILL_POINT:
67 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
68 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
69 break;
70 case WINED3DFILL_WIREFRAME:
71 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
72 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
73 break;
74 case WINED3DFILL_SOLID:
75 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
76 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
77 break;
78 default:
79 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
83 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
84 BOOL transformed;
86 /* Lighting is not enabled if transformed vertices are drawn
87 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
88 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
89 * vertex declaration applying function calls this function for updating
92 if(isStateDirty(context, STATE_VDECL)) {
93 return;
96 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
97 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
98 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
100 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
101 glEnable(GL_LIGHTING);
102 checkGLcall("glEnable GL_LIGHTING");
103 } else {
104 glDisable(GL_LIGHTING);
105 checkGLcall("glDisable GL_LIGHTING");
109 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
110 /* No z test without depth stencil buffers */
111 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
112 TRACE("No Z buffer - disabling depth test\n");
113 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
114 checkGLcall("glDisable GL_DEPTH_TEST");
115 return;
118 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
119 case WINED3DZB_FALSE:
120 glDisable(GL_DEPTH_TEST);
121 checkGLcall("glDisable GL_DEPTH_TEST");
122 break;
123 case WINED3DZB_TRUE:
124 glEnable(GL_DEPTH_TEST);
125 checkGLcall("glEnable GL_DEPTH_TEST");
126 break;
127 case WINED3DZB_USEW:
128 glEnable(GL_DEPTH_TEST);
129 checkGLcall("glEnable GL_DEPTH_TEST");
130 FIXME("W buffer is not well handled\n");
131 break;
132 default:
133 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
137 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
138 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
139 * switch
141 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
142 case WINED3DCULL_NONE:
143 glDisable(GL_CULL_FACE);
144 checkGLcall("glDisable GL_CULL_FACE");
145 break;
146 case WINED3DCULL_CW:
147 glEnable(GL_CULL_FACE);
148 checkGLcall("glEnable GL_CULL_FACE");
149 glCullFace(GL_FRONT);
150 checkGLcall("glCullFace(GL_FRONT)");
151 break;
152 case WINED3DCULL_CCW:
153 glEnable(GL_CULL_FACE);
154 checkGLcall("glEnable GL_CULL_FACE");
155 glCullFace(GL_BACK);
156 checkGLcall("glCullFace(GL_BACK)");
157 break;
158 default:
159 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
163 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
164 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
165 case WINED3DSHADE_FLAT:
166 glShadeModel(GL_FLAT);
167 checkGLcall("glShadeModel(GL_FLAT)");
168 break;
169 case WINED3DSHADE_GOURAUD:
170 glShadeModel(GL_SMOOTH);
171 checkGLcall("glShadeModel(GL_SMOOTH)");
172 break;
173 case WINED3DSHADE_PHONG:
174 FIXME("WINED3DSHADE_PHONG isn't supported\n");
175 break;
176 default:
177 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
181 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
182 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
183 glEnable(GL_DITHER);
184 checkGLcall("glEnable GL_DITHER");
185 } else {
186 glDisable(GL_DITHER);
187 checkGLcall("glDisable GL_DITHER");
191 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
192 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
193 * this has to be merged with ZENABLE and ZFUNC
195 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
196 glDepthMask(1);
197 checkGLcall("glDepthMask(1)");
198 } else {
199 glDepthMask(0);
200 checkGLcall("glDepthMask(0)");
204 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
205 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
207 if(glParm) {
208 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
209 static BOOL once = FALSE;
210 /* There are a few issues with this: First, our inability to
211 * select a proper Z depth, most of the time we're stuck with
212 * D24S8, even if the app selects D32 or D16. There seem to be
213 * some other precision problems which have to be debugged to
214 * make NOTEQUAL and EQUAL work properly
216 if(!once) {
217 once = TRUE;
218 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
222 glDepthFunc(glParm);
223 checkGLcall("glDepthFunc");
227 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
228 float col[4];
229 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
231 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
232 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
233 checkGLcall("glLightModel for MODEL_AMBIENT");
236 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
237 int srcBlend = GL_ZERO;
238 int dstBlend = GL_ZERO;
239 const StaticPixelFormatDesc *rtFormat;
240 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
242 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
243 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
244 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
245 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
246 glEnable(GL_BLEND);
247 checkGLcall("glEnable GL_BLEND");
248 } else {
249 glDisable(GL_BLEND);
250 checkGLcall("glDisable GL_BLEND");
251 /* Nothing more to do - get out */
252 return;
255 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
256 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
257 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
258 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
259 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
260 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
261 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
262 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
263 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
265 /* To compensate the lack of format switching with backbuffer offscreen rendering,
266 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
267 * if the render target doesn't support alpha blending. A nonexistent alpha channel
268 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
270 case WINED3DBLEND_DESTALPHA :
271 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
272 dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
273 break;
274 case WINED3DBLEND_INVDESTALPHA :
275 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
276 dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
277 break;
279 case WINED3DBLEND_SRCALPHASAT :
280 dstBlend = GL_SRC_ALPHA_SATURATE;
281 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
282 break;
284 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
285 * values which are still valid up to d3d9. They should not occur as dest blend values
287 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
288 srcBlend = GL_SRC_ALPHA;
289 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
290 break;
292 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
293 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
294 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
295 break;
297 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
298 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
299 default:
300 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
303 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
304 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
305 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
306 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
307 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
308 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
309 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
310 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
311 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
312 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
314 case WINED3DBLEND_DESTALPHA :
315 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
316 srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
317 break;
318 case WINED3DBLEND_INVDESTALPHA :
319 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
320 srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
321 break;
323 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
324 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
325 break;
327 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
328 dstBlend = GL_SRC_ALPHA;
329 break;
331 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
332 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
333 default:
334 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
337 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
338 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
339 glEnable(GL_LINE_SMOOTH);
340 checkGLcall("glEnable(GL_LINE_SMOOTH)");
341 if(srcBlend != GL_SRC_ALPHA) {
342 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
344 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
345 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
347 } else {
348 glDisable(GL_LINE_SMOOTH);
349 checkGLcall("glDisable(GL_LINE_SMOOTH)");
352 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
353 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
354 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
357 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
358 int srcBlendAlpha = GL_ZERO;
359 int dstBlendAlpha = GL_ZERO;
361 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
362 if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
363 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
364 return;
367 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
368 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
369 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
370 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
371 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
372 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
373 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
374 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
375 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
376 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
377 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
378 case WINED3DBLEND_SRCALPHASAT :
379 dstBlend = GL_SRC_ALPHA_SATURATE;
380 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
381 break;
382 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
383 * values which are still valid up to d3d9. They should not occur as dest blend values
385 case WINED3DBLEND_BOTHSRCALPHA :
386 dstBlendAlpha = GL_SRC_ALPHA;
387 srcBlendAlpha = GL_SRC_ALPHA;
388 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
389 break;
390 case WINED3DBLEND_BOTHINVSRCALPHA :
391 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
392 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
393 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
394 break;
395 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
396 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
397 default:
398 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
401 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
402 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
403 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
404 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
405 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
406 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
407 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
408 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
409 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
410 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
411 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
412 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
413 case WINED3DBLEND_BOTHSRCALPHA :
414 srcBlendAlpha = GL_SRC_ALPHA;
415 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
416 break;
417 case WINED3DBLEND_BOTHINVSRCALPHA :
418 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
419 dstBlendAlpha = GL_SRC_ALPHA;
420 break;
421 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
422 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
423 default:
424 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
427 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
428 checkGLcall("glBlendFuncSeparateEXT");
429 } else {
430 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
431 glBlendFunc(srcBlend, dstBlend);
432 checkGLcall("glBlendFunc");
435 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
436 so it may need updating */
437 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
438 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
442 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
443 float col[4];
445 if(!GL_SUPPORT(EXT_BLEND_COLOR)) {
446 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
447 return;
450 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
451 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
452 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
453 checkGLcall("glBlendColor");
456 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
457 int glParm = 0;
458 float ref;
459 BOOL enable_ckey = FALSE;
461 IWineD3DSurfaceImpl *surf;
463 /* Find out if the texture on the first stage has a ckey set
464 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
465 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
466 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
467 * in case it finds some texture+colorkeyenable combination which needs extra care.
469 if(stateblock->textures[0] && (
470 stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
471 stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
472 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
474 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
475 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
476 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
477 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
478 * surface has alpha bits
480 if(fmt->alphaMask == 0x00000000) {
481 enable_ckey = TRUE;
486 if(enable_ckey || context->last_was_ckey) {
487 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
489 context->last_was_ckey = enable_ckey;
491 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
492 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
493 glEnable(GL_ALPHA_TEST);
494 checkGLcall("glEnable GL_ALPHA_TEST");
495 } else {
496 glDisable(GL_ALPHA_TEST);
497 checkGLcall("glDisable GL_ALPHA_TEST");
498 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
499 * enable call
501 return;
504 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
505 glParm = GL_NOTEQUAL;
506 ref = 0.0;
507 } else {
508 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
509 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
511 if(glParm) {
512 glAlphaFunc(glParm, ref);
513 checkGLcall("glAlphaFunc");
517 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
518 DWORD enable = 0xFFFFFFFF;
519 DWORD disable = 0x00000000;
521 if (use_vs(stateblock->wineD3DDevice)) {
522 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
523 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
524 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
525 * of that - don't do anything here and keep them disabled
527 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
528 static BOOL warned = FALSE;
529 if(!warned) {
530 FIXME("Clipping not supported with vertex shaders\n");
531 warned = TRUE;
534 return;
537 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
538 * of already set values
541 /* If enabling / disabling all
542 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
544 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
545 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
546 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
547 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
548 glDisable(GL_DEPTH_CLAMP_NV);
549 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
551 } else {
552 disable = 0xffffffff;
553 enable = 0x00;
554 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
555 glEnable(GL_DEPTH_CLAMP_NV);
556 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
560 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
561 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
562 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
563 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
564 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
565 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
567 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
568 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
569 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
570 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
571 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
572 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
574 /** update clipping status */
575 if (enable) {
576 stateblock->clip_status.ClipUnion = 0;
577 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
578 } else {
579 stateblock->clip_status.ClipUnion = 0;
580 stateblock->clip_status.ClipIntersection = 0;
584 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
585 int blendEquation = GL_FUNC_ADD;
586 int blendEquationAlpha = GL_FUNC_ADD;
588 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
589 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
590 return;
593 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
594 if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
595 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
596 return;
599 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
600 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
601 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
602 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
603 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
604 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
605 default:
606 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
609 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
610 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
611 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
612 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
613 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
614 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
615 default:
616 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
619 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
620 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
621 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
622 checkGLcall("glBlendEquationSeparateEXT");
623 } else {
624 TRACE("glBlendEquation(%x)\n", blendEquation);
625 GL_EXTCALL(glBlendEquationEXT(blendEquation));
626 checkGLcall("glBlendEquation");
630 static void
631 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
632 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
633 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
634 * specular color. This is wrong:
635 * Separate specular color means the specular colour is maintained separately, whereas
636 * single color means it is merged in. However in both cases they are being used to
637 * some extent.
638 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
639 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
640 * running 1.4 yet!
643 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
644 * Instead, we need to setup the FinalCombiner properly.
646 * The default setup for the FinalCombiner is:
648 * <variable> <input> <mapping> <usage>
649 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
650 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
651 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
652 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
653 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
654 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
655 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
657 * That's pretty much fine as it is, except for variable B, which needs to take
658 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
659 * whether WINED3DRS_SPECULARENABLE is enabled or not.
662 TRACE("Setting specular enable state and materials\n");
663 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
664 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
665 checkGLcall("glMaterialfv");
667 if(stateblock->material.Power > 128.0) {
668 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
669 * and 128.0, although in d3d neither -1 nor 129 produce an error. For values > 128 clamp
670 * them, since 128 results in a hardly visible specular highlight, so it should be safe to
671 * to clamp to 128
673 WARN("Material power > 128\n");
674 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.0);
675 } else {
676 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
678 checkGLcall("glMaterialf(GL_SHININESS)");
680 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
681 glEnable(GL_COLOR_SUM_EXT);
682 } else {
683 TRACE("Specular colors cannot be enabled in this version of opengl\n");
685 checkGLcall("glEnable(GL_COLOR_SUM)");
687 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
688 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
689 checkGLcall("glFinalCombinerInputNV()");
691 } else {
692 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
694 /* for the case of enabled lighting: */
695 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
696 checkGLcall("glMaterialfv");
698 /* for the case of disabled lighting: */
699 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
700 glDisable(GL_COLOR_SUM_EXT);
701 } else {
702 TRACE("Specular colors cannot be disabled in this version of opengl\n");
704 checkGLcall("glDisable(GL_COLOR_SUM)");
706 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
707 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
708 checkGLcall("glFinalCombinerInputNV()");
712 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
713 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
714 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
715 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
716 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
717 stateblock->material.Specular.b, stateblock->material.Specular.a);
718 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
719 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
721 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
722 checkGLcall("glMaterialfv(GL_AMBIENT)");
723 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
724 checkGLcall("glMaterialfv(GL_DIFFUSE)");
725 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
726 checkGLcall("glMaterialfv(GL_EMISSION)");
729 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
730 unsigned int i;
732 /* Note the texture color applies to all textures whereas
733 * GL_TEXTURE_ENV_COLOR applies to active only
735 float col[4];
736 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
738 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
739 /* And now the default texture color as well */
740 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
741 /* Note the WINED3DRS value applies to all textures, but GL has one
742 * per texture, so apply it now ready to be used!
744 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
745 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
746 checkGLcall("glActiveTextureARB");
747 } else if (i>0) {
748 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
751 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
752 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
754 } else {
755 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
759 static void
760 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
761 #if 0 /* Don't use OpenGL 2.0 calls for now */
762 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
763 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
764 checkGLcall("glStencilFuncSeparate(...)");
765 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
766 checkGLcall("glStencilOpSeparate(...)");
768 else
769 #endif
770 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
771 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
772 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
773 GL_EXTCALL(glActiveStencilFaceEXT(face));
774 checkGLcall("glActiveStencilFaceEXT(...)");
775 glStencilFunc(func, ref, mask);
776 checkGLcall("glStencilFunc(...)");
777 glStencilOp(stencilFail, depthFail, stencilPass);
778 checkGLcall("glStencilOp(...)");
779 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
780 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
781 checkGLcall("glStencilFuncSeparateATI(...)");
782 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
783 checkGLcall("glStencilOpSeparateATI(...)");
784 } else {
785 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
789 static void
790 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
791 DWORD onesided_enable = FALSE;
792 DWORD twosided_enable = FALSE;
793 GLint func = GL_ALWAYS;
794 GLint func_ccw = GL_ALWAYS;
795 GLint ref = 0;
796 GLuint mask = 0;
797 GLint stencilFail = GL_KEEP;
798 GLint depthFail = GL_KEEP;
799 GLint stencilPass = GL_KEEP;
800 GLint stencilFail_ccw = GL_KEEP;
801 GLint depthFail_ccw = GL_KEEP;
802 GLint stencilPass_ccw = GL_KEEP;
804 /* No stencil test without a stencil buffer */
805 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
806 glDisable(GL_STENCIL_TEST);
807 checkGLcall("glDisable GL_STENCIL_TEST");
808 return;
811 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
812 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
813 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
814 func = GL_ALWAYS;
815 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
816 func_ccw = GL_ALWAYS;
817 ref = stateblock->renderState[WINED3DRS_STENCILREF];
818 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
819 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
820 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
821 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
822 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
823 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
824 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
826 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
827 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
828 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
829 onesided_enable, twosided_enable, ref, mask,
830 func, stencilFail, depthFail, stencilPass,
831 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
833 if (twosided_enable && onesided_enable) {
834 glEnable(GL_STENCIL_TEST);
835 checkGLcall("glEnable GL_STENCIL_TEST");
837 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
838 * which has an effect on the code below too. If we apply the front face
839 * afterwards, we are sure that the active stencil face is set to front,
840 * and other stencil functions which do not use two sided stencil do not have
841 * to set it back
843 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
844 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
845 } else if(onesided_enable) {
846 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
847 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
848 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
851 glEnable(GL_STENCIL_TEST);
852 checkGLcall("glEnable GL_STENCIL_TEST");
853 glStencilFunc(func, ref, mask);
854 checkGLcall("glStencilFunc(...)");
855 glStencilOp(stencilFail, depthFail, stencilPass);
856 checkGLcall("glStencilOp(...)");
857 } else {
858 glDisable(GL_STENCIL_TEST);
859 checkGLcall("glDisable GL_STENCIL_TEST");
863 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
864 DWORD mask;
866 if(stateblock->wineD3DDevice->stencilBufferTarget) {
867 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
868 } else {
869 mask = 0;
872 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
873 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
874 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
875 glStencilMask(mask);
876 checkGLcall("glStencilMask");
877 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
878 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
879 glStencilMask(mask);
880 } else {
881 glStencilMask(mask);
883 checkGLcall("glStencilMask");
886 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
887 /* TODO: Put this into the vertex type block once that is in the state table */
888 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
889 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
890 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
891 float fogstart, fogend;
893 union {
894 DWORD d;
895 float f;
896 } tmpvalue;
898 if (!fogenable) {
899 /* No fog? Disable it, and we're done :-) */
900 glDisable(GL_FOG);
901 checkGLcall("glDisable GL_FOG");
902 if( use_ps(stateblock->wineD3DDevice)
903 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
904 /* disable fog in the pixel shader
905 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
906 * -1/(e-s) and e/(e-s) respectively.
908 glFogf(GL_FOG_START, 0.0f);
909 checkGLcall("glFogf(GL_FOG_START, fogstart)");
910 glFogf(GL_FOG_END, 1.0f);
911 checkGLcall("glFogf(GL_FOG_END, fogend)");
913 return;
916 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
917 fogstart = tmpvalue.f;
918 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
919 fogend = tmpvalue.f;
921 /* Fog Rules:
923 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
924 * It can use the Z value of the vertex, or the alpha component of the specular color.
925 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
926 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
927 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
929 * FOGTABLEMODE != NONE:
930 * The Z value is used, with the equation specified, no matter what vertex type.
932 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
933 * Per vertex fog is calculated using the specified fog equation and the parameters
935 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
936 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
937 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
940 * Rules for vertex fog with shaders:
942 * When mixing fixed function functionality with the programmable pipeline, D3D expects
943 * the fog computation to happen during transformation while openGL expects it to happen
944 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
945 * the pixel shader while openGL always expects the pixel shader to handle the blending.
946 * To solve this problem, WineD3D does:
947 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
948 * shader,
949 * and 2) disables the fog computation (in either the fixed function or programmable
950 * rasterizer) if using a vertex program.
953 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
954 * without shaders).
957 if( is_ps3 ) {
958 if( !use_vs(stateblock->wineD3DDevice)
959 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
960 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
964 if (use_vs(stateblock->wineD3DDevice)
965 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
966 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
967 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
968 /* Disable fog */
969 fogenable = FALSE;
970 } else {
971 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
972 glFogi(GL_FOG_MODE, GL_LINEAR);
973 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
974 fogstart = 1.0;
975 fogend = 0.0;
978 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
979 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
980 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
981 context->fog_coord = FALSE;
983 context->last_was_foggy_shader = TRUE;
985 else if( use_ps(stateblock->wineD3DDevice) ) {
986 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
987 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
989 WINED3DFOGMODE mode;
990 context->last_was_foggy_shader = FALSE;
992 /* If both fogmodes are set use the table fog mode */
993 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
994 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
995 else
996 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
998 switch (mode) {
999 case WINED3DFOG_EXP:
1000 case WINED3DFOG_EXP2:
1001 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
1002 /* Disable fog */
1003 fogenable = FALSE;
1004 break;
1006 case WINED3DFOG_LINEAR:
1007 fogstart = -1.0f/(fogend-fogstart);
1008 fogend *= -fogstart;
1009 break;
1011 case WINED3DFOG_NONE:
1012 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
1013 /* Disable fog */
1014 fogenable = FALSE;
1015 break;
1016 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1019 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1020 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1021 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1022 context->fog_coord = FALSE;
1025 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1026 * the system will apply only pixel(=table) fog effects."
1028 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1029 glHint(GL_FOG_HINT, GL_FASTEST);
1030 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
1031 context->last_was_foggy_shader = FALSE;
1033 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1034 /* If processed vertices are used, fall through to the NONE case */
1035 case WINED3DFOG_EXP: {
1036 if(!context->last_was_rhw) {
1037 glFogi(GL_FOG_MODE, GL_EXP);
1038 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1039 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1040 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1041 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1042 context->fog_coord = FALSE;
1044 break;
1047 case WINED3DFOG_EXP2: {
1048 if(!context->last_was_rhw) {
1049 glFogi(GL_FOG_MODE, GL_EXP2);
1050 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1051 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1052 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1053 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1054 context->fog_coord = FALSE;
1056 break;
1059 case WINED3DFOG_LINEAR: {
1060 if(!context->last_was_rhw) {
1061 glFogi(GL_FOG_MODE, GL_LINEAR);
1062 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1063 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1064 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1065 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1066 context->fog_coord = FALSE;
1068 break;
1071 case WINED3DFOG_NONE: {
1072 /* Both are none? According to msdn the alpha channel of the specular
1073 * color contains a fog factor. Set it in drawStridedSlow.
1074 * Same happens with Vertexfog on transformed vertices
1076 if(GL_SUPPORT(EXT_FOG_COORD)) {
1077 if(context->fog_coord == FALSE) {
1078 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1079 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1080 context->fog_coord = TRUE;
1082 glFogi(GL_FOG_MODE, GL_LINEAR);
1083 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1084 fogstart = 0xff;
1085 fogend = 0x0;
1086 } else {
1087 /* Disable GL fog, handle this in software in drawStridedSlow */
1088 fogenable = FALSE;
1090 break;
1092 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1094 } else {
1095 glHint(GL_FOG_HINT, GL_NICEST);
1096 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
1097 context->last_was_foggy_shader = FALSE;
1099 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1100 case WINED3DFOG_EXP:
1101 glFogi(GL_FOG_MODE, GL_EXP);
1102 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1103 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1104 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1105 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1106 context->fog_coord = FALSE;
1108 break;
1110 case WINED3DFOG_EXP2:
1111 glFogi(GL_FOG_MODE, GL_EXP2);
1112 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1113 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1114 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1115 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1116 context->fog_coord = FALSE;
1118 break;
1120 case WINED3DFOG_LINEAR:
1121 glFogi(GL_FOG_MODE, GL_LINEAR);
1122 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1123 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1124 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1125 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1126 context->fog_coord = FALSE;
1128 break;
1130 case WINED3DFOG_NONE: /* Won't happen */
1131 default:
1132 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1136 if(fogenable) {
1137 glEnable(GL_FOG);
1138 checkGLcall("glEnable GL_FOG");
1140 if(fogstart != fogend)
1142 glFogfv(GL_FOG_START, &fogstart);
1143 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1144 TRACE("Fog Start == %f\n", fogstart);
1146 glFogfv(GL_FOG_END, &fogend);
1147 checkGLcall("glFogf(GL_FOG_END, fogend)");
1148 TRACE("Fog End == %f\n", fogend);
1150 else
1152 glFogf(GL_FOG_START, -1.0 / 0.0);
1153 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1154 TRACE("Fog Start == %f\n", fogstart);
1156 glFogf(GL_FOG_END, 0.0);
1157 checkGLcall("glFogf(GL_FOG_END, fogend)");
1158 TRACE("Fog End == %f\n", fogend);
1160 } else {
1161 glDisable(GL_FOG);
1162 checkGLcall("glDisable GL_FOG");
1163 if( use_ps(stateblock->wineD3DDevice) ) {
1164 /* disable fog in the pixel shader
1165 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1166 * -1/(e-s) and e/(e-s) respectively.
1168 glFogf(GL_FOG_START, 0.0f);
1169 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1170 glFogf(GL_FOG_END, 1.0f);
1171 checkGLcall("glFogf(GL_FOG_END, fogend)");
1176 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1177 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1178 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1179 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1180 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1181 } else {
1182 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1184 } else {
1185 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1186 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1187 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1192 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1193 float col[4];
1194 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1195 glFogfv(GL_FOG_COLOR, &col[0]);
1196 checkGLcall("glFog GL_FOG_COLOR");
1199 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1200 union {
1201 DWORD d;
1202 float f;
1203 } tmpvalue;
1204 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1205 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1206 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1209 /* TODO: Merge with primitive type + init_materials()!! */
1210 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1211 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1212 GLenum Parm = 0;
1213 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1214 BOOL isDiffuseSupplied;
1216 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1217 * The vertex declaration will call this function if the fixed function pipeline is used.
1220 if(isStateDirty(context, STATE_VDECL)) {
1221 return;
1224 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1226 context->num_untracked_materials = 0;
1227 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1228 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1229 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1230 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1231 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1232 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1234 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1235 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1236 Parm = GL_AMBIENT_AND_DIFFUSE;
1237 } else {
1238 Parm = GL_DIFFUSE;
1240 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1241 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1242 context->num_untracked_materials++;
1244 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1245 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1246 context->num_untracked_materials++;
1248 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1249 Parm = GL_AMBIENT;
1250 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1251 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1252 context->num_untracked_materials++;
1254 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1255 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1256 context->num_untracked_materials++;
1258 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1259 Parm = GL_EMISSION;
1260 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1261 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1262 context->num_untracked_materials++;
1264 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1265 Parm = GL_SPECULAR;
1269 /* Nothing changed, return. */
1270 if (Parm == context->tracking_parm) return;
1272 if(!Parm) {
1273 glDisable(GL_COLOR_MATERIAL);
1274 checkGLcall("glDisable GL_COLOR_MATERIAL");
1275 } else {
1276 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1277 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1278 glEnable(GL_COLOR_MATERIAL);
1279 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1282 /* Apparently calls to glMaterialfv are ignored for properties we're
1283 * tracking with glColorMaterial, so apply those here. */
1284 switch (context->tracking_parm) {
1285 case GL_AMBIENT_AND_DIFFUSE:
1286 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1287 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1288 checkGLcall("glMaterialfv");
1289 break;
1291 case GL_DIFFUSE:
1292 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1293 checkGLcall("glMaterialfv");
1294 break;
1296 case GL_AMBIENT:
1297 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1298 checkGLcall("glMaterialfv");
1299 break;
1301 case GL_EMISSION:
1302 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1303 checkGLcall("glMaterialfv");
1304 break;
1306 case GL_SPECULAR:
1307 /* Only change material color if specular is enabled, otherwise it is set to black */
1308 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1309 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1310 checkGLcall("glMaterialfv");
1311 } else {
1312 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1313 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1314 checkGLcall("glMaterialfv");
1316 break;
1319 context->tracking_parm = Parm;
1322 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1323 union {
1324 DWORD d;
1325 WINED3DLINEPATTERN lp;
1326 } tmppattern;
1327 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1329 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1331 if (tmppattern.lp.wRepeatFactor) {
1332 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1333 checkGLcall("glLineStipple(repeat, linepattern)");
1334 glEnable(GL_LINE_STIPPLE);
1335 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1336 } else {
1337 glDisable(GL_LINE_STIPPLE);
1338 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1342 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1343 union {
1344 DWORD d;
1345 float f;
1346 } tmpvalue;
1348 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1349 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1350 TRACE("ZBias value %f\n", tmpvalue.f);
1351 glPolygonOffset(0, -tmpvalue.f);
1352 checkGLcall("glPolygonOffset(0, -Value)");
1353 glEnable(GL_POLYGON_OFFSET_FILL);
1354 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1355 glEnable(GL_POLYGON_OFFSET_LINE);
1356 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1357 glEnable(GL_POLYGON_OFFSET_POINT);
1358 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1359 } else {
1360 glDisable(GL_POLYGON_OFFSET_FILL);
1361 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1362 glDisable(GL_POLYGON_OFFSET_LINE);
1363 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1364 glDisable(GL_POLYGON_OFFSET_POINT);
1365 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1370 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1371 if(isStateDirty(context, STATE_VDECL)) {
1372 return;
1374 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1375 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1376 * by zero and is not properly defined in opengl, so avoid it
1378 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1379 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1380 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1381 glEnable(GL_NORMALIZE);
1382 checkGLcall("glEnable(GL_NORMALIZE);");
1383 } else {
1384 glDisable(GL_NORMALIZE);
1385 checkGLcall("glDisable(GL_NORMALIZE);");
1389 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1390 union {
1391 DWORD d;
1392 float f;
1393 } tmpvalue;
1395 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1396 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1397 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1398 checkGLcall("glPointParameterfARB(...)");
1400 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1401 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1402 checkGLcall("glPointParameterfEXT(...)");
1403 } else if(tmpvalue.f != 1.0) {
1404 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1408 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1409 union {
1410 DWORD d;
1411 float f;
1412 } tmpvalue;
1414 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1415 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1416 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1417 checkGLcall("glPointParameterfARB(...)");
1419 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1420 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1421 checkGLcall("glPointParameterfEXT(...)");
1422 } else if(tmpvalue.f != 64.0) {
1423 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1427 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1428 /* TODO: Group this with the viewport */
1430 * POINTSCALEENABLE controls how point size value is treated. If set to
1431 * true, the point size is scaled with respect to height of viewport.
1432 * When set to false point size is in pixels.
1435 /* Default values */
1436 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1437 union {
1438 DWORD d;
1439 float f;
1440 } pointSize, A, B, C;
1442 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1443 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1444 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1445 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1447 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1448 GLfloat scaleFactor;
1449 float h = stateblock->viewport.Height;
1451 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1453 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1454 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1455 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1456 * are less than 1.0f. scale_factor = 1.0f / point_size.
1458 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1459 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1460 * is 1.0, but then accepts points below that and draws too small points
1462 pointSize.f = GL_LIMITS(pointsizemin);
1463 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1464 /* gl already scales the input to glPointSize,
1465 * d3d scales the result after the point size scale.
1466 * If the point size is bigger than the max size, use the
1467 * scaling to scale it bigger, and set the gl point size to max
1469 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1470 TRACE("scale: %f\n", scaleFactor);
1471 pointSize.f = GL_LIMITS(pointsize);
1472 } else {
1473 scaleFactor = 1.0f;
1475 scaleFactor = pow(h * scaleFactor, 2);
1477 att[0] = A.f / scaleFactor;
1478 att[1] = B.f / scaleFactor;
1479 att[2] = C.f / scaleFactor;
1482 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1483 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1484 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1486 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1487 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1488 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1489 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1490 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1493 glPointSize(pointSize.f);
1494 checkGLcall("glPointSize(...);");
1497 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1498 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1500 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1501 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1502 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1503 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1504 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1505 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1506 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1507 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1508 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1509 checkGLcall("glColorMask(...)");
1511 /* depends on WINED3DRS_COLORWRITEENABLE. */
1512 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1513 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1514 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1515 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1516 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1517 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1518 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1522 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1523 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1524 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1525 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1526 } else {
1527 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1528 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1532 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1533 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1534 TRACE("Last Pixel Drawing Enabled\n");
1535 } else {
1536 static BOOL first = TRUE;
1537 if(first) {
1538 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1539 first = FALSE;
1540 } else {
1541 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1546 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1547 /* TODO: NV_POINT_SPRITE */
1548 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1549 TRACE("Point sprites not supported\n");
1550 return;
1553 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1554 glEnable(GL_POINT_SPRITE_ARB);
1555 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1556 } else {
1557 glDisable(GL_POINT_SPRITE_ARB);
1558 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1562 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1564 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1565 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1566 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1567 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1569 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1571 TRACE("Stub\n");
1572 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1573 stateblock->renderState[WINED3DRS_WRAP1] ||
1574 stateblock->renderState[WINED3DRS_WRAP2] ||
1575 stateblock->renderState[WINED3DRS_WRAP3] ||
1576 stateblock->renderState[WINED3DRS_WRAP4] ||
1577 stateblock->renderState[WINED3DRS_WRAP5] ||
1578 stateblock->renderState[WINED3DRS_WRAP6] ||
1579 stateblock->renderState[WINED3DRS_WRAP7] ||
1580 stateblock->renderState[WINED3DRS_WRAP8] ||
1581 stateblock->renderState[WINED3DRS_WRAP9] ||
1582 stateblock->renderState[WINED3DRS_WRAP10] ||
1583 stateblock->renderState[WINED3DRS_WRAP11] ||
1584 stateblock->renderState[WINED3DRS_WRAP12] ||
1585 stateblock->renderState[WINED3DRS_WRAP13] ||
1586 stateblock->renderState[WINED3DRS_WRAP14] ||
1587 stateblock->renderState[WINED3DRS_WRAP15] ) {
1588 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1592 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1593 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1594 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1595 glEnable(GL_MULTISAMPLE_ARB);
1596 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1597 } else {
1598 glDisable(GL_MULTISAMPLE_ARB);
1599 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1601 } else {
1602 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1603 WARN("Multisample antialiasing not supported by gl\n");
1608 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1609 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1610 glEnable(GL_SCISSOR_TEST);
1611 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1612 } else {
1613 glDisable(GL_SCISSOR_TEST);
1614 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1618 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1619 union {
1620 DWORD d;
1621 float f;
1622 } tmpvalue;
1624 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1625 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1626 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1627 glEnable(GL_POLYGON_OFFSET_FILL);
1628 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1629 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1630 checkGLcall("glPolygonOffset(...)");
1631 } else {
1632 glDisable(GL_POLYGON_OFFSET_FILL);
1633 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1637 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1638 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1639 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1640 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1641 } else {
1642 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1643 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1647 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1648 TRACE("Stub\n");
1649 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1650 FIXME(" Stippled Alpha not supported yet.\n");
1653 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1654 TRACE("Stub\n");
1655 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1656 FIXME(" Antialias not supported yet.\n");
1659 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1660 TRACE("Stub\n");
1661 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1662 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1665 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1666 TRACE("Stub\n");
1667 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1668 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1671 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1672 union {
1673 DWORD d;
1674 float f;
1675 } tmpvalue;
1676 tmpvalue.f = 1.0f;
1678 TRACE("Stub\n");
1679 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1681 static BOOL displayed = FALSE;
1683 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1684 if(!displayed)
1685 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1687 displayed = TRUE;
1691 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1692 TRACE("Stub\n");
1693 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1694 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1697 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1698 TRACE("Stub\n");
1699 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1700 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1703 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1704 TRACE("Stub\n");
1705 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1706 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1709 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1710 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1711 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1715 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1716 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1717 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1721 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1722 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1723 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1727 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1728 if(stateblock->renderState[WINED3DRS_ROP2]) {
1729 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1733 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1734 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1735 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1739 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1740 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1741 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1745 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1746 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1747 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1751 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1752 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1753 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1757 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1758 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1759 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1763 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1764 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1765 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1769 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1770 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1771 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1775 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1776 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1777 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1781 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1782 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1783 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1787 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1788 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1789 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1793 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1794 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1795 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1799 /* Activates the texture dimension according to the bound D3D texture.
1800 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1801 * Requires the caller to activate the correct unit before
1803 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1804 BOOL bumpmap = FALSE;
1806 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1807 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1808 bumpmap = TRUE;
1809 context->texShaderBumpMap |= (1 << stage);
1810 } else {
1811 context->texShaderBumpMap &= ~(1 << stage);
1814 if(stateblock->textures[stage]) {
1815 switch(stateblock->textureDimensions[stage]) {
1816 case GL_TEXTURE_2D:
1817 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1818 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1819 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
1820 } else {
1821 glDisable(GL_TEXTURE_3D);
1822 checkGLcall("glDisable(GL_TEXTURE_3D)");
1823 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1824 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1825 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1827 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1828 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1829 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1831 glEnable(GL_TEXTURE_2D);
1832 checkGLcall("glEnable(GL_TEXTURE_2D)");
1834 break;
1835 case GL_TEXTURE_RECTANGLE_ARB:
1836 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1837 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
1838 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
1839 } else {
1840 glDisable(GL_TEXTURE_2D);
1841 checkGLcall("glDisable(GL_TEXTURE_2D)");
1842 glDisable(GL_TEXTURE_3D);
1843 checkGLcall("glDisable(GL_TEXTURE_3D)");
1844 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1845 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1846 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1848 glEnable(GL_TEXTURE_RECTANGLE_ARB);
1849 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
1851 break;
1852 case GL_TEXTURE_3D:
1853 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1854 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1855 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
1856 } else {
1857 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1858 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1859 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1861 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1862 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1863 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1865 glDisable(GL_TEXTURE_2D);
1866 checkGLcall("glDisable(GL_TEXTURE_2D)");
1867 glEnable(GL_TEXTURE_3D);
1868 checkGLcall("glEnable(GL_TEXTURE_3D)");
1870 break;
1871 case GL_TEXTURE_CUBE_MAP_ARB:
1872 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1873 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1874 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
1875 } else {
1876 glDisable(GL_TEXTURE_2D);
1877 checkGLcall("glDisable(GL_TEXTURE_2D)");
1878 glDisable(GL_TEXTURE_3D);
1879 checkGLcall("glDisable(GL_TEXTURE_3D)");
1880 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1881 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1882 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1884 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1885 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1887 break;
1889 } else {
1890 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1891 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1892 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
1893 } else {
1894 glEnable(GL_TEXTURE_2D);
1895 checkGLcall("glEnable(GL_TEXTURE_2D)");
1896 glDisable(GL_TEXTURE_3D);
1897 checkGLcall("glDisable(GL_TEXTURE_3D)");
1898 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1899 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1900 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1902 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1903 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1904 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1906 /* Binding textures is done by samplers. A dummy texture will be bound */
1911 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1912 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1913 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1914 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1916 TRACE("Setting color op for stage %d\n", stage);
1918 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1919 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1920 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1921 return;
1924 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1926 if (mapped_stage != -1) {
1927 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1928 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1929 FIXME("Attempt to enable unsupported stage!\n");
1930 return;
1932 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1933 checkGLcall("glActiveTextureARB");
1934 } else if (stage > 0) {
1935 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1936 return;
1940 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1941 if(stateblock->lowest_disabled_stage > 0) {
1942 glEnable(GL_REGISTER_COMBINERS_NV);
1943 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1944 } else {
1945 glDisable(GL_REGISTER_COMBINERS_NV);
1948 if(stage >= stateblock->lowest_disabled_stage) {
1949 TRACE("Stage disabled\n");
1950 if (mapped_stage != -1) {
1951 /* Disable everything here */
1952 glDisable(GL_TEXTURE_2D);
1953 checkGLcall("glDisable(GL_TEXTURE_2D)");
1954 glDisable(GL_TEXTURE_3D);
1955 checkGLcall("glDisable(GL_TEXTURE_3D)");
1956 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1957 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1958 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1960 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1961 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1962 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1964 if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1965 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1968 /* All done */
1969 return;
1972 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1973 * if the sampler for this stage is dirty
1975 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1976 if (tex_used) activate_dimensions(stage, stateblock, context);
1979 /* Set the texture combiners */
1980 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1981 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1982 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1983 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1984 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1985 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1986 mapped_stage);
1988 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1989 * thus the texture shader may have to be updated
1991 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1992 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1993 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1994 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1995 if(usesBump != usedBump) {
1996 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1997 checkGLcall("glActiveTextureARB");
1998 activate_dimensions(stage + 1, stateblock, context);
1999 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2000 checkGLcall("glActiveTextureARB");
2003 } else {
2004 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2005 stateblock->textureState[stage][WINED3DTSS_COLOROP],
2006 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2007 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2008 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2012 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2013 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2014 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2015 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2016 DWORD op, arg1, arg2, arg0;
2018 TRACE("Setting alpha op for stage %d\n", stage);
2019 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2020 if (mapped_stage != -1) {
2021 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2022 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2023 FIXME("Attempt to enable unsupported stage!\n");
2024 return;
2026 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2027 checkGLcall("glActiveTextureARB");
2028 } else if (stage > 0) {
2029 /* We can't do anything here */
2030 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2031 return;
2035 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
2036 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
2037 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
2038 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
2040 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
2041 stateblock->textures[0] &&
2042 (stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
2043 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2045 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
2046 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
2048 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
2049 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
2050 * cannot remove the texture's alpha channel entirely.
2052 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
2053 * on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
2054 * draw things like translucent text and perform other blending effects.
2056 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
2057 * behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
2058 * OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
2059 * (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
2060 * wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
2061 * (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
2062 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
2063 * otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
2065 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
2067 if(op == WINED3DTOP_DISABLE) {
2068 arg1 = WINED3DTA_TEXTURE;
2069 op = WINED3DTOP_SELECTARG1;
2071 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
2072 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
2073 arg2 = WINED3DTA_TEXTURE;
2074 op = WINED3DTOP_MODULATE;
2076 else arg1 = WINED3DTA_TEXTURE;
2078 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
2079 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
2080 arg1 = WINED3DTA_TEXTURE;
2081 op = WINED3DTOP_MODULATE;
2083 else arg2 = WINED3DTA_TEXTURE;
2088 TRACE("Setting alpha op for stage %d\n", stage);
2089 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2090 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2091 op, arg1, arg2, arg0,
2092 mapped_stage);
2093 } else {
2094 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2095 op, arg1, arg2, arg0);
2099 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2100 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
2101 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
2102 BOOL generated;
2104 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
2105 if(use_vs(stateblock->wineD3DDevice) ||
2106 isStateDirty(context, STATE_VDECL)) {
2107 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
2108 return;
2111 if (mapped_stage == -1) return;
2113 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2114 if(mapped_stage >= GL_LIMITS(textures)) {
2115 return;
2117 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2118 checkGLcall("glActiveTextureARB");
2119 } else if (mapped_stage > 0) {
2120 /* We can't do anything here */
2121 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2122 return;
2124 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
2126 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
2127 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
2128 generated,
2129 context->last_was_rhw,
2130 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
2131 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
2132 WINED3DDECLTYPE_UNUSED);
2134 /* The sampler applying function calls us if this changes */
2135 if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
2136 if(generated) {
2137 FIXME("Non-power2 texture being used with generated texture coords\n");
2139 TRACE("Non power two matrix multiply fixup\n");
2140 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
2144 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
2145 int texture_idx;
2147 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
2148 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
2149 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2153 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
2154 UINT *offset = stateblock->streamOffset;
2155 unsigned int mapped_stage = 0;
2156 unsigned int textureNo = 0;
2158 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
2159 /* Abort if we don't support the extension. */
2160 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
2161 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2162 return;
2165 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
2166 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
2168 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
2169 if (mapped_stage == -1) continue;
2171 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
2172 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
2173 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
2175 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
2176 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
2177 checkGLcall("glBindBufferARB");
2178 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
2181 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2182 checkGLcall("glClientActiveTextureARB");
2184 /* The coords to supply depend completely on the fvf / vertex shader */
2185 glTexCoordPointer(
2186 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
2187 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
2188 sd->u.s.texCoords[coordIdx].dwStride,
2189 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
2190 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
2191 } else {
2192 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2195 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2196 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
2197 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
2198 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2203 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2204 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2205 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2207 if (mapped_stage == -1) {
2208 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
2209 return;
2212 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2213 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
2214 return;
2216 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2217 checkGLcall("glActiveTextureARB");
2218 } else if (stage > 0) {
2219 /* We can't do anything here */
2220 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2221 return;
2224 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
2226 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
2227 * one flag, you can still specify an index value, which the system uses to
2228 * determine the texture wrapping mode.
2229 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
2230 * means use the vertex position (camera-space) as the input texture coordinates
2231 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
2232 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
2233 * to the TEXCOORDINDEX value
2237 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
2239 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
2240 case WINED3DTSS_TCI_PASSTHRU:
2241 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
2242 glDisable(GL_TEXTURE_GEN_S);
2243 glDisable(GL_TEXTURE_GEN_T);
2244 glDisable(GL_TEXTURE_GEN_R);
2245 glDisable(GL_TEXTURE_GEN_Q);
2246 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
2247 break;
2249 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
2250 /* CameraSpacePosition means use the vertex position, transformed to camera space,
2251 * as the input texture coordinates for this stage's texture transformation. This
2252 * equates roughly to EYE_LINEAR
2255 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2256 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2257 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2258 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2259 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
2261 glMatrixMode(GL_MODELVIEW);
2262 glPushMatrix();
2263 glLoadIdentity();
2264 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2265 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2266 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2267 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2268 glPopMatrix();
2270 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
2271 glEnable(GL_TEXTURE_GEN_S);
2272 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2273 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2274 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2275 glEnable(GL_TEXTURE_GEN_T);
2276 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2277 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2278 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2279 glEnable(GL_TEXTURE_GEN_R);
2280 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2281 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2282 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2284 break;
2286 case WINED3DTSS_TCI_CAMERASPACENORMAL:
2288 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2289 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2290 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2291 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2292 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2293 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
2295 glMatrixMode(GL_MODELVIEW);
2296 glPushMatrix();
2297 glLoadIdentity();
2298 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2299 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2300 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2301 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2302 glPopMatrix();
2304 glEnable(GL_TEXTURE_GEN_S);
2305 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2306 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2307 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2308 glEnable(GL_TEXTURE_GEN_T);
2309 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2310 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2311 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2312 glEnable(GL_TEXTURE_GEN_R);
2313 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2314 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2315 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2318 break;
2320 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2322 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2323 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2324 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2325 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2326 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2327 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2329 glMatrixMode(GL_MODELVIEW);
2330 glPushMatrix();
2331 glLoadIdentity();
2332 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2333 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2334 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2335 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2336 glPopMatrix();
2338 glEnable(GL_TEXTURE_GEN_S);
2339 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2340 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2341 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2342 glEnable(GL_TEXTURE_GEN_T);
2343 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2344 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2345 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2346 glEnable(GL_TEXTURE_GEN_R);
2347 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2348 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2349 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2352 break;
2354 /* Unhandled types: */
2355 default:
2356 /* Todo: */
2357 /* ? disable GL_TEXTURE_GEN_n ? */
2358 glDisable(GL_TEXTURE_GEN_S);
2359 glDisable(GL_TEXTURE_GEN_T);
2360 glDisable(GL_TEXTURE_GEN_R);
2361 glDisable(GL_TEXTURE_GEN_Q);
2362 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2363 break;
2366 /* Update the texture matrix */
2367 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2368 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2371 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2372 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2373 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2374 * and do all the things linked to it
2375 * TODO: Tidy that up to reload only the arrays of the changed unit
2377 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2379 unloadTexCoords(stateblock);
2380 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2384 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2385 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2387 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2388 * has an update pending
2390 if(isStateDirty(context, STATE_VDECL) ||
2391 isStateDirty(context, STATE_PIXELSHADER)) {
2392 return;
2395 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2398 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2399 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2400 union {
2401 DWORD d;
2402 float f;
2403 } tmpvalue;
2405 if(stateblock->pixelShader && stage != 0 &&
2406 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2407 /* The pixel shader has to know the luminance scale. Do a constants update if it
2408 * isn't scheduled anyway
2410 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2411 !isStateDirty(context, STATE_PIXELSHADER)) {
2412 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2416 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2417 if(tmpvalue.f != 0.0) {
2418 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2422 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2423 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2424 union {
2425 DWORD d;
2426 float f;
2427 } tmpvalue;
2429 if(stateblock->pixelShader && stage != 0 &&
2430 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2431 /* The pixel shader has to know the luminance offset. Do a constants update if it
2432 * isn't scheduled anyway
2434 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2435 !isStateDirty(context, STATE_PIXELSHADER)) {
2436 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2440 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2441 if(tmpvalue.f != 0.0) {
2442 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2446 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2447 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2449 if(stage >= GL_LIMITS(texture_stages)) {
2450 return;
2453 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2454 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2458 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2459 DWORD sampler = state - STATE_SAMPLER(0);
2460 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2461 union {
2462 float f;
2463 DWORD d;
2464 } tmpvalue;
2466 TRACE("Sampler: %d\n", sampler);
2467 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2468 * only has to bind textures and set the per texture states
2471 if (mapped_stage == -1) {
2472 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2473 return;
2476 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2477 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2478 return;
2480 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2481 checkGLcall("glActiveTextureARB");
2482 } else if (sampler > 0) {
2483 /* We can't do anything here */
2484 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2485 return;
2488 if(stateblock->textures[sampler]) {
2489 BOOL texIsPow2 = FALSE;
2491 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2492 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2493 * scaling is reapplied or removed, the texture matrix has to be reapplied
2495 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2496 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
2497 stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
2498 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0 ||
2499 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[5] != 1.0 ) {
2500 texIsPow2 = TRUE;
2502 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2503 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0) {
2504 texIsPow2 = TRUE;
2508 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2509 context->lastWasPow2Texture[sampler] = texIsPow2;
2510 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2514 IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
2515 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2517 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2518 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2519 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2520 GL_TEXTURE_LOD_BIAS_EXT,
2521 tmpvalue.f);
2522 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
2525 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2526 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2527 /* Using a pixel shader? Verify the sampler types */
2529 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2530 * dimensions because the shader knows from which texture type to sample from. For the sake of
2531 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2532 * dimensions. This should make wrong sampling sources visible :-)
2534 glEnable(stateblock->textureDimensions[sampler]);
2535 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2536 } else if(sampler < stateblock->lowest_disabled_stage) {
2537 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2538 activate_dimensions(sampler, stateblock, context);
2541 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2542 /* If color keying is enabled update the alpha test, it depends on the existence
2543 * of a color key in stage 0
2545 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2548 } else if(mapped_stage < GL_LIMITS(textures)) {
2549 if(sampler < stateblock->lowest_disabled_stage) {
2550 /* TODO: What should I do with pixel shaders here ??? */
2551 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2552 activate_dimensions(sampler, stateblock, context);
2555 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2556 /* If color keying is enabled update the alpha test, it depends on the existence
2557 * of a color key in stage 0
2559 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2561 } /* Otherwise tex_colorop disables the stage */
2562 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2563 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2567 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2568 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2569 BOOL use_pshader = use_ps(device);
2570 BOOL use_vshader = use_vs(device);
2571 BOOL update_fog = FALSE;
2572 int i;
2574 if (use_pshader) {
2575 if(!context->last_was_pshader) {
2576 /* Former draw without a pixel shader, some samplers
2577 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2578 * make sure to enable them
2580 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2581 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2582 sampler(STATE_SAMPLER(i), stateblock, context);
2585 update_fog = TRUE;
2586 } else {
2587 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2588 * if a different texture was bound. I don't have to do anything.
2592 /* Compile and bind the shader */
2593 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2594 } else {
2595 /* Disabled the pixel shader - color ops weren't applied
2596 * while it was enabled, so re-apply them.
2598 for(i=0; i < MAX_TEXTURES; i++) {
2599 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2600 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2603 if(context->last_was_pshader)
2604 update_fog = TRUE;
2607 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2608 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2610 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2611 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2615 if(update_fog)
2616 state_fog(state, stateblock, context);
2618 context->last_was_pshader = use_pshader;
2621 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2622 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2623 float mat[2][2];
2625 if(stateblock->pixelShader && stage != 0 &&
2626 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2627 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2628 * anyway
2630 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2631 !isStateDirty(context, STATE_PIXELSHADER)) {
2632 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2636 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2637 if(stage >= GL_LIMITS(texture_stages)) {
2638 WARN("Bump env matrix of unsupported stage set\n");
2639 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2640 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2641 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2643 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2644 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2645 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2646 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2647 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI, (float *) mat));
2648 checkGLcall("glTexBumpParameterfvATI");
2649 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2650 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2651 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2652 * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2653 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2654 * for stage + 1. Keep the nvrc tex unit mapping in mind too
2656 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2658 if(mapped_stage < GL_LIMITS(textures)) {
2659 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2660 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2662 /* We can't just pass a pointer to the stateblock to GL due to the different matrix
2663 * format(column major vs row major)
2665 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2666 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2667 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2668 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2669 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
2670 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
2675 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2676 /* This function is called by transform_view below if the view matrix was changed too
2678 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2679 * does not always update the world matrix, only on a switch between transformed
2680 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
2681 * draw, but that should be rather rare and cheaper in total.
2683 glMatrixMode(GL_MODELVIEW);
2684 checkGLcall("glMatrixMode");
2686 if(context->last_was_rhw) {
2687 glLoadIdentity();
2688 checkGLcall("glLoadIdentity()");
2689 } else {
2690 /* In the general case, the view matrix is the identity matrix */
2691 if (stateblock->wineD3DDevice->view_ident) {
2692 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2693 checkGLcall("glLoadMatrixf");
2694 } else {
2695 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2696 checkGLcall("glLoadMatrixf");
2697 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2698 checkGLcall("glMultMatrixf");
2703 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2704 UINT index = state - STATE_CLIPPLANE(0);
2706 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2707 return;
2710 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2711 glMatrixMode(GL_MODELVIEW);
2712 glPushMatrix();
2713 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2715 TRACE("Clipplane [%f,%f,%f,%f]\n",
2716 stateblock->clipplane[index][0],
2717 stateblock->clipplane[index][1],
2718 stateblock->clipplane[index][2],
2719 stateblock->clipplane[index][3]);
2720 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2721 checkGLcall("glClipPlane");
2723 glPopMatrix();
2726 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2727 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2728 GLenum glMat;
2729 TRACE("Setting world matrix %d\n", matrix);
2731 if(matrix >= GL_LIMITS(blends)) {
2732 WARN("Unsupported blend matrix set\n");
2733 return;
2734 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2735 return;
2738 /* GL_MODELVIEW0_ARB: 0x1700
2739 * GL_MODELVIEW1_ARB: 0x0x850a
2740 * GL_MODELVIEW2_ARB: 0x8722
2741 * GL_MODELVIEW3_ARB: 0x8723
2742 * etc
2743 * GL_MODELVIEW31_ARB: 0x873F
2745 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2746 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2748 glMatrixMode(glMat);
2749 checkGLcall("glMatrixMode(glMat)");
2751 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2752 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2754 if(stateblock->wineD3DDevice->view_ident) {
2755 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2756 checkGLcall("glLoadMatrixf")
2757 } else {
2758 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2759 checkGLcall("glLoadMatrixf")
2760 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2761 checkGLcall("glMultMatrixf")
2765 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2766 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2768 switch(val) {
2769 case WINED3DVBF_1WEIGHTS:
2770 case WINED3DVBF_2WEIGHTS:
2771 case WINED3DVBF_3WEIGHTS:
2772 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2773 glEnable(GL_VERTEX_BLEND_ARB);
2774 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2776 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2777 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2779 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2781 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2782 int i;
2783 for(i = 1; i < GL_LIMITS(blends); i++) {
2784 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2785 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2788 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2790 } else {
2791 static BOOL once = FALSE;
2792 if(!once) {
2793 once = TRUE;
2794 /* TODO: Implement vertex blending in drawStridedSlow */
2795 FIXME("Vertex blending enabled, but not supported by hardware\n");
2798 break;
2800 case WINED3DVBF_DISABLE:
2801 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2802 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2803 glDisable(GL_VERTEX_BLEND_ARB);
2804 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2805 } else {
2806 TRACE("Vertex blending disabled\n");
2808 break;
2810 case WINED3DVBF_TWEENING:
2811 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2812 * vertex weights in the vertices?
2813 * For now we don't report that as supported, so a warn should suffice
2815 WARN("Tweening not supported yet\n");
2816 break;
2820 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2821 unsigned int k;
2823 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2824 * NOTE: We have to reset the positions even if the light/plane is not currently
2825 * enabled, since the call to enable it will not reset the position.
2826 * NOTE2: Apparently texture transforms do NOT need reapplying
2829 PLIGHTINFOEL *light = NULL;
2831 glMatrixMode(GL_MODELVIEW);
2832 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2833 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2834 checkGLcall("glLoadMatrixf(...)");
2836 /* Reset lights. TODO: Call light apply func */
2837 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2838 light = stateblock->activeLights[k];
2839 if(!light) continue;
2840 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2841 checkGLcall("glLightfv posn");
2842 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2843 checkGLcall("glLightfv dirn");
2846 /* Reset Clipping Planes */
2847 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2848 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2849 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2853 if(context->last_was_rhw) {
2854 glLoadIdentity();
2855 checkGLcall("glLoadIdentity()");
2856 /* No need to update the world matrix, the identity is fine */
2857 return;
2860 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2861 * No need to do it here if the state is scheduled for update.
2863 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2864 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2867 /* Avoid looping over a number of matrices if the app never used the functionality */
2868 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2869 for(k = 1; k < GL_LIMITS(blends); k++) {
2870 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2871 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2877 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2878 glMatrixMode(GL_PROJECTION);
2879 checkGLcall("glMatrixMode(GL_PROJECTION)");
2880 glLoadIdentity();
2881 checkGLcall("glLoadIdentity");
2883 if(context->last_was_rhw) {
2884 double X, Y, height, width, minZ, maxZ;
2886 X = stateblock->viewport.X;
2887 Y = stateblock->viewport.Y;
2888 height = stateblock->viewport.Height;
2889 width = stateblock->viewport.Width;
2890 minZ = stateblock->viewport.MinZ;
2891 maxZ = stateblock->viewport.MaxZ;
2893 if(!stateblock->wineD3DDevice->untransformed) {
2894 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2895 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2896 * suppress depth clipping. This can be done because it is an orthogonal projection and
2897 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
2898 * Persia 3D need this.
2900 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
2901 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
2902 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
2903 * to the viewer.
2905 * Also note that this breaks z comparison against z values filled in with clear,
2906 * but no app depending on that and disabled clipping has been found yet. Comparing
2907 * primitives against themselves works, so the Z buffer is still intact for normal hidden
2908 * surface removal.
2910 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
2911 * but this would break Z buffer operation. Raising the range to something less than
2912 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
2913 * problem either.
2915 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2916 if(stateblock->wineD3DDevice->render_offscreen) {
2917 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2918 } else {
2919 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2921 } else {
2922 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2923 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2924 * unmodified to opengl.
2926 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2927 * replacement shader.
2929 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2930 if(stateblock->wineD3DDevice->render_offscreen) {
2931 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
2932 } else {
2933 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
2936 checkGLcall("glOrtho");
2938 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
2939 glTranslatef(0.5, 0.5, 0);
2940 checkGLcall("glTranslatef(0.5, 0.5, 0)");
2941 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2942 * render everything upside down when rendering offscreen. */
2943 if (stateblock->wineD3DDevice->render_offscreen) {
2944 glScalef(1.0, -1.0, 1.0);
2945 checkGLcall("glScalef");
2947 } else {
2948 /* The rule is that the window coordinate 0 does not correspond to the
2949 beginning of the first pixel, but the center of the first pixel.
2950 As a consequence if you want to correctly draw one line exactly from
2951 the left to the right end of the viewport (with all matrices set to
2952 be identity), the x coords of both ends of the line would be not
2953 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2954 instead.
2956 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
2957 divide by the Width/Height, so we need the half range(1.0) to translate by
2958 half a pixel.
2960 The other fun is that d3d's output z range after the transformation is [0;1],
2961 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
2962 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
2963 of Z buffer precision and the clear values do not match in the z test. Thus scale
2964 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
2966 glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
2967 checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
2968 if (stateblock->wineD3DDevice->render_offscreen) {
2969 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2970 * render everything upside down when rendering offscreen. */
2971 glScalef(1.0, -1.0, 2.0);
2972 } else {
2973 glScalef(1.0, 1.0, 2.0);
2975 checkGLcall("glScalef");
2977 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2978 checkGLcall("glLoadMatrixf");
2982 /* This should match any arrays loaded in loadVertexData.
2983 * stateblock impl is required for GL_SUPPORT
2984 * TODO: Only load / unload arrays if we have to.
2986 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2987 glDisableClientState(GL_VERTEX_ARRAY);
2988 glDisableClientState(GL_NORMAL_ARRAY);
2989 glDisableClientState(GL_COLOR_ARRAY);
2990 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2991 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2993 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2994 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2995 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2996 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2998 unloadTexCoords(stateblock);
3001 /* This should match any arrays loaded in loadNumberedArrays
3002 * TODO: Only load / unload arrays if we have to.
3004 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
3005 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3006 GLint maxAttribs;
3007 int i;
3009 /* Leave all the attribs disabled */
3010 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3011 /* MESA does not support it right not */
3012 if (glGetError() != GL_NO_ERROR)
3013 maxAttribs = 16;
3014 for (i = 0; i < maxAttribs; ++i) {
3015 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3016 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3020 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
3021 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3022 int i;
3023 UINT *offset = stateblock->streamOffset;
3024 IWineD3DVertexBufferImpl *vb;
3025 DWORD_PTR shift_index;
3027 /* Default to no instancing */
3028 stateblock->wineD3DDevice->instancedDraw = FALSE;
3030 for (i = 0; i < MAX_ATTRIBS; i++) {
3032 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
3033 continue;
3035 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3036 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
3037 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3038 stateblock->wineD3DDevice->instancedDraw = TRUE;
3039 continue;
3042 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
3044 if(strided->u.input[i].dwStride) {
3045 if(curVBO != strided->u.input[i].VBO) {
3046 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
3047 checkGLcall("glBindBufferARB");
3048 curVBO = strided->u.input[i].VBO;
3050 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3051 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3052 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3053 * vbo we won't be load converted attributes anyway
3055 if(curVBO && vb->conv_shift) {
3056 TRACE("Loading attribute from shifted buffer\n");
3057 TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
3058 TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
3059 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
3060 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
3061 shift_index = shift_index % strided->u.input[i].dwStride;
3062 GL_EXTCALL(glVertexAttribPointerARB(i,
3063 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3064 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3065 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3066 vb->conv_stride,
3068 strided->u.input[i].lpData + vb->conv_shift[shift_index] +
3069 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3070 offset[strided->u.input[i].streamNo]));
3072 } else {
3073 GL_EXTCALL(glVertexAttribPointerARB(i,
3074 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3075 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3076 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3077 strided->u.input[i].dwStride,
3079 strided->u.input[i].lpData +
3080 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3081 offset[strided->u.input[i].streamNo]) );
3083 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
3084 } else {
3085 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
3086 * set up the attribute statically. But we have to figure out the system memory address.
3088 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
3089 if(strided->u.input[i].VBO) {
3090 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3091 ptr += (long) vb->resource.allocatedMemory;
3093 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3095 switch(strided->u.input[i].dwType) {
3096 case WINED3DDECLTYPE_FLOAT1:
3097 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
3098 break;
3099 case WINED3DDECLTYPE_FLOAT2:
3100 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
3101 break;
3102 case WINED3DDECLTYPE_FLOAT3:
3103 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
3104 break;
3105 case WINED3DDECLTYPE_FLOAT4:
3106 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
3107 break;
3109 case WINED3DDECLTYPE_UBYTE4:
3110 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3111 break;
3112 case WINED3DDECLTYPE_UBYTE4N:
3113 case WINED3DDECLTYPE_D3DCOLOR:
3114 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3115 break;
3117 case WINED3DDECLTYPE_SHORT2:
3118 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
3119 break;
3120 case WINED3DDECLTYPE_SHORT4:
3121 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
3122 break;
3124 case WINED3DDECLTYPE_SHORT2N:
3126 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
3127 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
3128 break;
3130 case WINED3DDECLTYPE_USHORT2N:
3132 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
3133 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
3134 break;
3136 case WINED3DDECLTYPE_SHORT4N:
3137 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
3138 break;
3139 case WINED3DDECLTYPE_USHORT4N:
3140 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
3141 break;
3143 case WINED3DDECLTYPE_UDEC3:
3144 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
3145 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
3146 break;
3147 case WINED3DDECLTYPE_DEC3N:
3148 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
3149 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
3150 break;
3152 case WINED3DDECLTYPE_FLOAT16_2:
3153 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
3154 * byte float according to the IEEE standard
3156 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
3157 break;
3158 case WINED3DDECLTYPE_FLOAT16_4:
3159 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
3160 break;
3162 case WINED3DDECLTYPE_UNUSED:
3163 default:
3164 ERR("Unexpected declaration in stride 0 attributes\n");
3165 break;
3170 checkGLcall("Loading numbered arrays");
3173 /* Used from 2 different functions, and too big to justify making it inlined */
3174 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
3175 UINT *offset = stateblock->streamOffset;
3176 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3178 TRACE("Using fast vertex array code\n");
3180 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
3181 stateblock->wineD3DDevice->instancedDraw = FALSE;
3183 /* Blend Data ---------------------------------------------- */
3184 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
3185 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
3187 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3188 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3189 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3191 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
3192 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
3194 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
3196 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
3197 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
3198 sd->u.s.blendWeights.dwStride,
3199 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
3201 if(curVBO != sd->u.s.blendWeights.VBO) {
3202 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
3203 checkGLcall("glBindBufferARB");
3204 curVBO = sd->u.s.blendWeights.VBO;
3207 GL_EXTCALL(glWeightPointerARB)(
3208 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3209 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
3210 sd->u.s.blendWeights.dwStride,
3211 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3213 checkGLcall("glWeightPointerARB");
3215 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
3216 static BOOL showfixme = TRUE;
3217 if(showfixme){
3218 FIXME("blendMatrixIndices support\n");
3219 showfixme = FALSE;
3222 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
3223 /* FIXME("TODO\n");*/
3224 #if 0
3226 GL_EXTCALL(glVertexWeightPointerEXT)(
3227 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3228 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
3229 sd->u.s.blendWeights.dwStride,
3230 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
3231 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
3232 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
3233 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
3234 #endif
3236 } else {
3237 /* TODO: support blends in drawStridedSlow
3238 * No need to write a FIXME here, this is done after the general vertex decl decoding
3240 WARN("unsupported blending in openGl\n");
3242 } else {
3243 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3244 static const GLbyte one = 1;
3245 GL_EXTCALL(glWeightbvARB(1, &one));
3246 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
3250 #if 0 /* FOG ----------------------------------------------*/
3251 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
3252 /* TODO: fog*/
3253 if (GL_SUPPORT(EXT_FOG_COORD) {
3254 glEnableClientState(GL_FOG_COORDINATE_EXT);
3255 (GL_EXTCALL)(FogCoordPointerEXT)(
3256 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
3257 sd->u.s.fog.dwStride,
3258 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
3259 } else {
3260 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
3261 /* FIXME: fixme once */
3262 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
3264 } else {
3265 if (GL_SUPPRT(EXT_FOR_COORD) {
3266 /* make sure fog is disabled */
3267 glDisableClientState(GL_FOG_COORDINATE_EXT);
3270 #endif
3272 #if 0 /* tangents ----------------------------------------------*/
3273 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
3274 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3275 /* TODO: tangents*/
3276 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3277 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
3278 glEnable(GL_TANGENT_ARRAY_EXT);
3279 (GL_EXTCALL)(TangentPointerEXT)(
3280 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
3281 sd->u.s.tangent.dwStride,
3282 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
3283 } else {
3284 glDisable(GL_TANGENT_ARRAY_EXT);
3286 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3287 glEnable(GL_BINORMAL_ARRAY_EXT);
3288 (GL_EXTCALL)(BinormalPointerEXT)(
3289 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
3290 sd->u.s.binormal.dwStride,
3291 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
3292 } else{
3293 glDisable(GL_BINORMAL_ARRAY_EXT);
3296 } else {
3297 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
3298 /* FIXME: fixme once */
3299 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
3301 } else {
3302 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3303 /* make sure fog is disabled */
3304 glDisable(GL_TANGENT_ARRAY_EXT);
3305 glDisable(GL_BINORMAL_ARRAY_EXT);
3308 #endif
3310 /* Point Size ----------------------------------------------*/
3311 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
3313 /* no such functionality in the fixed function GL pipeline */
3314 TRACE("Cannot change ptSize here in openGl\n");
3315 /* TODO: Implement this function in using shaders if they are available */
3319 /* Vertex Pointers -----------------------------------------*/
3320 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
3321 /* Note dwType == float3 or float4 == 2 or 3 */
3322 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
3323 sd->u.s.position.dwStride,
3324 sd->u.s.position.dwType + 1,
3325 sd->u.s.position.lpData));
3327 if(curVBO != sd->u.s.position.VBO) {
3328 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
3329 checkGLcall("glBindBufferARB");
3330 curVBO = sd->u.s.position.VBO;
3333 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
3334 handling for rhw mode should not impact screen position whereas in GL it does.
3335 This may result in very slightly distorted textures in rhw mode.
3336 There's always the other option of fixing the view matrix to
3337 prevent w from having any effect.
3339 This only applies to user pointer sources, in VBOs the vertices are fixed up
3341 if(sd->u.s.position.VBO == 0) {
3342 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
3343 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3344 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3345 } else {
3346 glVertexPointer(
3347 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
3348 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3349 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3351 checkGLcall("glVertexPointer(...)");
3352 glEnableClientState(GL_VERTEX_ARRAY);
3353 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
3356 /* Normals -------------------------------------------------*/
3357 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
3358 /* Note dwType == float3 or float4 == 2 or 3 */
3359 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
3360 sd->u.s.normal.dwStride,
3361 sd->u.s.normal.lpData));
3362 if(curVBO != sd->u.s.normal.VBO) {
3363 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
3364 checkGLcall("glBindBufferARB");
3365 curVBO = sd->u.s.normal.VBO;
3367 glNormalPointer(
3368 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
3369 sd->u.s.normal.dwStride,
3370 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
3371 checkGLcall("glNormalPointer(...)");
3372 glEnableClientState(GL_NORMAL_ARRAY);
3373 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
3375 } else {
3376 glNormal3f(0, 0, 0);
3377 checkGLcall("glNormal3f(0, 0, 0)");
3380 /* Diffuse Colour --------------------------------------------*/
3381 /* WARNING: Data here MUST be in RGBA format, so cannot */
3382 /* go directly into fast mode from app pgm, because */
3383 /* directx requires data in BGRA format. */
3384 /* currently fixupVertices swizzles the format, but this isn't*/
3385 /* very practical when using VBOS */
3386 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
3387 /* , or the user doesn't care and wants the speed advantage */
3389 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
3390 /* Note dwType == float3 or float4 == 2 or 3 */
3391 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3392 sd->u.s.diffuse.dwStride,
3393 sd->u.s.diffuse.lpData));
3395 if(curVBO != sd->u.s.diffuse.VBO) {
3396 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
3397 checkGLcall("glBindBufferARB");
3398 curVBO = sd->u.s.diffuse.VBO;
3401 glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
3402 WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
3403 sd->u.s.diffuse.dwStride,
3404 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3405 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3406 glEnableClientState(GL_COLOR_ARRAY);
3407 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3409 } else {
3410 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3411 checkGLcall("glColor4f(1, 1, 1, 1)");
3414 /* Specular Colour ------------------------------------------*/
3415 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3416 TRACE("setting specular colour\n");
3417 /* Note dwType == float3 or float4 == 2 or 3 */
3418 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3419 sd->u.s.specular.dwStride,
3420 sd->u.s.specular.lpData));
3421 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3422 if(curVBO != sd->u.s.specular.VBO) {
3423 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3424 checkGLcall("glBindBufferARB");
3425 curVBO = sd->u.s.specular.VBO;
3427 GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
3428 WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
3429 sd->u.s.specular.dwStride,
3430 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3431 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3432 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3433 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3434 } else {
3436 /* Missing specular color is not critical, no warnings */
3437 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3440 } else {
3441 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3442 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3443 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3444 } else {
3446 /* Missing specular color is not critical, no warnings */
3447 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3451 /* Texture coords -------------------------------------------*/
3452 loadTexCoords(stateblock, sd, &curVBO);
3455 static inline void drawPrimitiveTraceDataLocations(
3456 WineDirect3DVertexStridedData *dataLocations) {
3458 /* Dump out what parts we have supplied */
3459 TRACE("Strided Data:\n");
3460 TRACE_STRIDED((dataLocations), position);
3461 TRACE_STRIDED((dataLocations), blendWeights);
3462 TRACE_STRIDED((dataLocations), blendMatrixIndices);
3463 TRACE_STRIDED((dataLocations), normal);
3464 TRACE_STRIDED((dataLocations), pSize);
3465 TRACE_STRIDED((dataLocations), diffuse);
3466 TRACE_STRIDED((dataLocations), specular);
3467 TRACE_STRIDED((dataLocations), texCoords[0]);
3468 TRACE_STRIDED((dataLocations), texCoords[1]);
3469 TRACE_STRIDED((dataLocations), texCoords[2]);
3470 TRACE_STRIDED((dataLocations), texCoords[3]);
3471 TRACE_STRIDED((dataLocations), texCoords[4]);
3472 TRACE_STRIDED((dataLocations), texCoords[5]);
3473 TRACE_STRIDED((dataLocations), texCoords[6]);
3474 TRACE_STRIDED((dataLocations), texCoords[7]);
3475 TRACE_STRIDED((dataLocations), position2);
3476 TRACE_STRIDED((dataLocations), normal2);
3477 TRACE_STRIDED((dataLocations), tangent);
3478 TRACE_STRIDED((dataLocations), binormal);
3479 TRACE_STRIDED((dataLocations), tessFactor);
3480 TRACE_STRIDED((dataLocations), fog);
3481 TRACE_STRIDED((dataLocations), depth);
3482 TRACE_STRIDED((dataLocations), sample);
3484 return;
3487 /* Helper for vertexdeclaration() */
3488 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3489 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3490 BOOL fixup = FALSE;
3491 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3493 if(device->up_strided) {
3494 /* Note: this is a ddraw fixed-function code path */
3495 TRACE("================ Strided Input ===================\n");
3496 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3498 if(TRACE_ON(d3d)) {
3499 drawPrimitiveTraceDataLocations(dataLocations);
3501 } else {
3502 /* Note: This is a fixed function or shader codepath.
3503 * This means it must handle both types of strided data.
3504 * Shaders must go through here to zero the strided data, even if they
3505 * don't set any declaration at all
3507 TRACE("================ Vertex Declaration ===================\n");
3508 memset(dataLocations, 0, sizeof(*dataLocations));
3509 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3510 useVertexShaderFunction, dataLocations, &fixup);
3513 if (dataLocations->u.s.position_transformed) {
3514 useVertexShaderFunction = FALSE;
3517 /* Unload the old arrays before loading the new ones to get old junk out */
3518 if(context->numberedArraysLoaded) {
3519 unloadNumberedArrays(stateblock);
3520 context->numberedArraysLoaded = FALSE;
3522 if(context->namedArraysLoaded) {
3523 unloadVertexData(stateblock);
3524 context->namedArraysLoaded = FALSE;
3527 if(useVertexShaderFunction) {
3528 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
3529 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
3530 device->useDrawStridedSlow = TRUE;
3531 context->numberedArraysLoaded = FALSE;
3532 } else {
3533 TRACE("Loading numbered arrays\n");
3534 loadNumberedArrays(stateblock, dataLocations);
3535 device->useDrawStridedSlow = FALSE;
3536 context->numberedArraysLoaded = TRUE;
3538 } else if (fixup ||
3539 (dataLocations->u.s.pSize.lpData == NULL &&
3540 dataLocations->u.s.diffuse.lpData == NULL &&
3541 dataLocations->u.s.specular.lpData == NULL)) {
3542 /* Load the vertex data using named arrays */
3543 TRACE("Loading vertex data\n");
3544 loadVertexData(stateblock, dataLocations);
3545 device->useDrawStridedSlow = FALSE;
3546 context->namedArraysLoaded = TRUE;
3547 } else {
3548 TRACE("Not loading vertex data\n");
3549 device->useDrawStridedSlow = TRUE;
3552 /* Generate some fixme's if unsupported functionality is being used */
3553 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3554 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3555 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3556 FIXME("Tweening is only valid with vertex shaders\n");
3558 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3559 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3561 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3562 FIXME("Extended attributes are only valid with vertex shaders\n");
3564 #undef BUFFER_OR_DATA
3567 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3568 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3569 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3570 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3571 BOOL transformed;
3572 /* Some stuff is in the device until we have per context tracking */
3573 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3574 BOOL wasrhw = context->last_was_rhw;
3576 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3577 * here simply check whether a shader was set, or the user disabled shaders
3579 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3580 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3581 useVertexShaderFunction = TRUE;
3583 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3584 updateFog = TRUE;
3586 } else if(context->last_was_foggy_shader) {
3587 updateFog = TRUE;
3590 handleStreams(stateblock, useVertexShaderFunction, context);
3592 transformed = device->strided_streams.u.s.position_transformed;
3593 if (transformed) useVertexShaderFunction = FALSE;
3595 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3596 updateFog = TRUE;
3599 /* Reapply lighting if it is not scheduled for reapplication already */
3600 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3601 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3604 if (transformed) {
3605 context->last_was_rhw = TRUE;
3606 } else {
3608 /* Untransformed, so relies on the view and projection matrices */
3609 context->last_was_rhw = FALSE;
3610 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3611 device->untransformed = TRUE;
3613 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3614 * Not needed as long as only hw shaders are supported
3617 /* This sets the shader output position correction constants.
3618 * TODO: Move to the viewport state
3620 if (useVertexShaderFunction) {
3621 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3622 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
3626 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3627 * off this function will be called again anyway to make sure they're properly set
3629 if(!useVertexShaderFunction) {
3630 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3631 * or transformed / untransformed was switched
3633 if(wasrhw != context->last_was_rhw &&
3634 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3635 !isStateDirty(context, STATE_VIEWPORT)) {
3636 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3638 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3639 * mode.
3641 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3642 * this check will fail and the matrix not applied again. This is OK because a simple
3643 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3644 * needs of the vertex declaration.
3646 * World and view matrix go into the same gl matrix, so only apply them when neither is
3647 * dirty
3649 if(transformed != wasrhw &&
3650 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3651 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3652 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3655 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3656 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3659 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3660 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3662 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
3663 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
3665 } else {
3666 /* We compile the shader here because we need the vertex declaration
3667 * in order to determine if we need to do any swizzling for D3DCOLOR
3668 * registers. If the shader is already compiled this call will do nothing. */
3669 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3671 if(!context->last_was_vshader) {
3672 int i;
3673 static BOOL warned = FALSE;
3674 /* Disable all clip planes to get defined results on all drivers. See comment in the
3675 * state_clipping state handler
3677 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3678 glDisable(GL_CLIP_PLANE0 + i);
3679 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3682 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3683 FIXME("Clipping not supported with vertex shaders\n");
3684 warned = TRUE;
3686 if(wasrhw) {
3687 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
3688 * shaders themselves do not need it, but the matrices are not reapplied automatically when
3689 * switching back from vertex shaders to fixed function processing. So make sure we leave the
3690 * fixed function vertex processing states back in a sane state before switching to shaders
3692 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3693 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3695 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3696 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3702 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3703 * application
3705 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3706 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3708 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3709 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3713 context->last_was_vshader = useVertexShaderFunction;
3715 if(updateFog) {
3716 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3718 if(!useVertexShaderFunction) {
3719 int i;
3720 for(i = 0; i < MAX_TEXTURES; i++) {
3721 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
3722 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
3728 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3729 UINT width, height;
3730 IWineD3DSurfaceImpl *target;
3732 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3733 checkGLcall("glDepthRange");
3734 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3736 if(stateblock->wineD3DDevice->render_offscreen) {
3737 glViewport(stateblock->viewport.X,
3738 stateblock->viewport.Y,
3739 stateblock->viewport.Width, stateblock->viewport.Height);
3740 } else {
3741 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
3742 target->get_drawable_size(target, &width, &height);
3744 glViewport(stateblock->viewport.X,
3745 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3746 stateblock->viewport.Width, stateblock->viewport.Height);
3749 checkGLcall("glViewport");
3751 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
3752 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
3753 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3754 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3756 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
3757 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
3761 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3762 UINT Index = state - STATE_ACTIVELIGHT(0);
3763 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3765 if(!lightInfo) {
3766 glDisable(GL_LIGHT0 + Index);
3767 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3768 } else {
3769 float quad_att;
3770 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3772 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3773 glMatrixMode(GL_MODELVIEW);
3774 glPushMatrix();
3775 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3777 /* Diffuse: */
3778 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3779 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3780 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3781 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3782 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3783 checkGLcall("glLightfv");
3785 /* Specular */
3786 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3787 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3788 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3789 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3790 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3791 checkGLcall("glLightfv");
3793 /* Ambient */
3794 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3795 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3796 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3797 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3798 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3799 checkGLcall("glLightfv");
3801 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3802 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3803 } else {
3804 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3807 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3808 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3809 * Attenuation0 to NaN and crashes in the gl lib
3812 switch (lightInfo->OriginalParms.Type) {
3813 case WINED3DLIGHT_POINT:
3814 /* Position */
3815 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3816 checkGLcall("glLightfv");
3817 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3818 checkGLcall("glLightf");
3819 /* Attenuation - Are these right? guessing... */
3820 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3821 checkGLcall("glLightf");
3822 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3823 checkGLcall("glLightf");
3824 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3825 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3826 checkGLcall("glLightf");
3827 /* FIXME: Range */
3828 break;
3830 case WINED3DLIGHT_SPOT:
3831 /* Position */
3832 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3833 checkGLcall("glLightfv");
3834 /* Direction */
3835 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3836 checkGLcall("glLightfv");
3837 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3838 checkGLcall("glLightf");
3839 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3840 checkGLcall("glLightf");
3841 /* Attenuation - Are these right? guessing... */
3842 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3843 checkGLcall("glLightf");
3844 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3845 checkGLcall("glLightf");
3846 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3847 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3848 checkGLcall("glLightf");
3849 /* FIXME: Range */
3850 break;
3852 case WINED3DLIGHT_DIRECTIONAL:
3853 /* Direction */
3854 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3855 checkGLcall("glLightfv");
3856 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3857 checkGLcall("glLightf");
3858 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3859 checkGLcall("glLightf");
3860 break;
3862 default:
3863 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3866 /* Restore the modelview matrix */
3867 glPopMatrix();
3869 glEnable(GL_LIGHT0 + Index);
3870 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3873 return;
3876 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3877 RECT *pRect = &stateblock->scissorRect;
3878 UINT height;
3879 UINT width;
3880 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
3882 target->get_drawable_size(target, &width, &height);
3883 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3884 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3886 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
3887 pRect->right - pRect->left, pRect->bottom - pRect->top);
3889 if (stateblock->wineD3DDevice->render_offscreen) {
3890 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3891 } else {
3892 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3894 checkGLcall("glScissor");
3897 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3898 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3899 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3900 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3901 } else {
3902 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3903 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3908 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3909 if(stateblock->wineD3DDevice->render_offscreen) {
3910 glFrontFace(GL_CCW);
3911 checkGLcall("glFrontFace(GL_CCW)");
3912 } else {
3913 glFrontFace(GL_CW);
3914 checkGLcall("glFrontFace(GL_CW)");
3918 const struct StateEntry StateTable[] =
3920 /* State name representative, apply function */
3921 { /* 0, Undefined */ 0, state_undefined },
3922 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3923 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3924 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3925 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3926 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3927 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3928 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3929 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3930 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3931 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3932 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3933 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3934 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3935 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3936 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3937 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3938 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3939 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3940 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3941 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3942 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3943 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3944 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3945 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3946 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3947 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3948 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3949 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3950 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3951 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3952 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3953 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3954 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3955 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3956 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3957 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3958 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3959 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3960 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3961 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3962 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3963 { /* 42, undefined */ 0, state_undefined },
3964 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3965 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3966 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3967 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3968 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3969 { /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog },
3970 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3971 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3972 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3973 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3974 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3975 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3976 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3977 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3978 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3979 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3980 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3981 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3982 { /* 61, Undefined */ 0, state_undefined },
3983 { /* 62, Undefined */ 0, state_undefined },
3984 { /* 63, Undefined */ 0, state_undefined },
3985 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3986 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3987 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3988 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3989 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3990 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3991 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3992 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3993 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3994 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3995 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3996 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3997 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3998 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3999 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4000 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4001 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4002 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4003 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4004 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4005 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4006 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4007 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4008 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4009 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4010 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4011 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4012 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4013 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4014 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4015 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4016 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4017 { /* 96, Undefined */ 0, state_undefined },
4018 { /* 97, Undefined */ 0, state_undefined },
4019 { /* 98, Undefined */ 0, state_undefined },
4020 { /* 99, Undefined */ 0, state_undefined },
4021 { /*100, Undefined */ 0, state_undefined },
4022 { /*101, Undefined */ 0, state_undefined },
4023 { /*102, Undefined */ 0, state_undefined },
4024 { /*103, Undefined */ 0, state_undefined },
4025 { /*104, Undefined */ 0, state_undefined },
4026 { /*105, Undefined */ 0, state_undefined },
4027 { /*106, Undefined */ 0, state_undefined },
4028 { /*107, Undefined */ 0, state_undefined },
4029 { /*108, Undefined */ 0, state_undefined },
4030 { /*109, Undefined */ 0, state_undefined },
4031 { /*110, Undefined */ 0, state_undefined },
4032 { /*111, Undefined */ 0, state_undefined },
4033 { /*112, Undefined */ 0, state_undefined },
4034 { /*113, Undefined */ 0, state_undefined },
4035 { /*114, Undefined */ 0, state_undefined },
4036 { /*115, Undefined */ 0, state_undefined },
4037 { /*116, Undefined */ 0, state_undefined },
4038 { /*117, Undefined */ 0, state_undefined },
4039 { /*118, Undefined */ 0, state_undefined },
4040 { /*119, Undefined */ 0, state_undefined },
4041 { /*120, Undefined */ 0, state_undefined },
4042 { /*121, Undefined */ 0, state_undefined },
4043 { /*122, Undefined */ 0, state_undefined },
4044 { /*123, Undefined */ 0, state_undefined },
4045 { /*124, Undefined */ 0, state_undefined },
4046 { /*125, Undefined */ 0, state_undefined },
4047 { /*126, Undefined */ 0, state_undefined },
4048 { /*127, Undefined */ 0, state_undefined },
4049 /* Big hole ends */
4050 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4051 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4052 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4053 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4054 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4055 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4056 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4057 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4058 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
4059 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
4060 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
4061 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
4062 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
4063 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
4064 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
4065 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
4066 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
4067 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
4068 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
4069 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
4070 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
4071 { /*149, Undefined */ 0, state_undefined },
4072 { /*150, Undefined */ 0, state_undefined },
4073 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
4074 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
4075 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
4076 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
4077 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
4078 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
4079 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
4080 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
4081 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
4082 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
4083 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
4084 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
4085 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
4086 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
4087 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
4088 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
4089 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
4090 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
4091 { /*169, Undefined */ 0, state_undefined },
4092 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
4093 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
4094 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
4095 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
4096 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
4097 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
4098 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
4099 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
4100 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
4101 { /*177, undefined */ 0, state_undefined },
4102 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4103 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4104 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4105 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4106 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4107 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4108 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4109 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4110 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4111 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4112 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4113 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4114 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
4115 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
4116 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
4117 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
4118 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_PIXELSHADER, pixelshader },
4119 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
4120 { /*196, undefined */ 0, state_undefined },
4121 { /*197, undefined */ 0, state_undefined },
4122 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4123 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4124 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4125 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4126 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4127 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4128 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4129 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4130 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
4131 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
4132 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
4133 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blendop },
4134 /* Texture stage states */
4135 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
4136 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
4137 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
4138 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
4139 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
4140 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
4141 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4142 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4143 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4144 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4145 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4146 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4147 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4148 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4149 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4150 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4151 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4152 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4153 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4154 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4155 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4156 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4157 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4158 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
4159 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4160 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
4161 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
4162 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
4163 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4164 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4165 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4166 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4168 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4169 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4170 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4171 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4172 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4173 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4174 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4175 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4176 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4177 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4178 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4179 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4180 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4181 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4182 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4183 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4184 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4185 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4186 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4187 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4188 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4189 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4190 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4191 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4192 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4193 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4194 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4195 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
4196 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4197 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4198 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4199 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4201 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4202 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4203 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4204 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4205 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4206 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4207 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4208 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4209 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4210 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4211 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4212 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4213 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4214 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4215 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4216 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4217 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4218 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4219 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4220 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4221 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4222 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4223 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4224 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4225 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4226 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4227 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4228 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
4229 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4230 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4231 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4232 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4234 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4235 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4236 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4237 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4238 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4239 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4240 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4241 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4242 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4243 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4244 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4245 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4246 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4247 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4248 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4249 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4250 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4251 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4252 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4253 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4254 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4255 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4256 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4257 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4258 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4259 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4260 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4261 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
4262 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4263 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4264 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4265 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4267 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4268 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4269 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4270 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4271 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4272 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4273 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4274 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4275 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4276 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4277 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4278 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4279 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4280 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4281 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4282 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4283 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4284 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4285 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4286 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4287 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4288 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4289 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4290 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4291 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4292 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4293 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4294 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
4295 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4296 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4297 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4298 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4300 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4301 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4302 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4303 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4304 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4305 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4306 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4307 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4308 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4309 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4310 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4311 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4312 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4313 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4314 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4315 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4316 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4317 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4318 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4319 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4320 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4321 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4322 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4323 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4324 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4325 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4326 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4327 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
4328 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4329 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4330 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4331 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4333 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4334 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4335 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4336 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4337 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4338 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4339 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4340 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4341 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4342 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4343 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4344 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4345 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4346 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4347 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4348 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4349 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4350 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4351 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4352 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4353 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4354 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4355 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4356 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4357 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4358 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4359 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4360 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
4361 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4362 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4363 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4364 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4366 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4367 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4368 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4369 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4370 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4371 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4372 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4373 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4374 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4375 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4376 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4377 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4378 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4379 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4380 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4381 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4382 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4383 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4384 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4385 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4386 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4387 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4388 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4389 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4390 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4391 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4392 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4393 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
4394 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4395 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4396 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4397 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4398 /* Sampler states */
4399 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
4400 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
4401 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
4402 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
4403 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
4404 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
4405 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
4406 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
4407 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
4408 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
4409 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
4410 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
4411 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
4412 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
4413 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
4414 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
4415 { /*16, Vertex sampler 0 */ STATE_SAMPLER(16), sampler },
4416 { /*17, Vertex sampler 1 */ STATE_SAMPLER(17), sampler },
4417 { /*18, Vertex sampler 2 */ STATE_SAMPLER(18), sampler },
4418 { /*19, Vertex sampler 3 */ STATE_SAMPLER(19), sampler },
4419 /* Pixel shader */
4420 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
4421 /* Transform states follow */
4422 { /* 1, undefined */ 0, state_undefined },
4423 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
4424 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
4425 { /* 4, undefined */ 0, state_undefined },
4426 { /* 5, undefined */ 0, state_undefined },
4427 { /* 6, undefined */ 0, state_undefined },
4428 { /* 7, undefined */ 0, state_undefined },
4429 { /* 8, undefined */ 0, state_undefined },
4430 { /* 9, undefined */ 0, state_undefined },
4431 { /* 10, undefined */ 0, state_undefined },
4432 { /* 11, undefined */ 0, state_undefined },
4433 { /* 12, undefined */ 0, state_undefined },
4434 { /* 13, undefined */ 0, state_undefined },
4435 { /* 14, undefined */ 0, state_undefined },
4436 { /* 15, undefined */ 0, state_undefined },
4437 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
4438 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4439 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4440 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4441 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4442 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4443 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4444 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4445 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
4446 { /* 24, undefined */ 0, state_undefined },
4447 { /* 25, undefined */ 0, state_undefined },
4448 { /* 26, undefined */ 0, state_undefined },
4449 { /* 27, undefined */ 0, state_undefined },
4450 { /* 28, undefined */ 0, state_undefined },
4451 { /* 29, undefined */ 0, state_undefined },
4452 { /* 30, undefined */ 0, state_undefined },
4453 { /* 31, undefined */ 0, state_undefined },
4454 { /* 32, undefined */ 0, state_undefined },
4455 { /* 33, undefined */ 0, state_undefined },
4456 { /* 34, undefined */ 0, state_undefined },
4457 { /* 35, undefined */ 0, state_undefined },
4458 { /* 36, undefined */ 0, state_undefined },
4459 { /* 37, undefined */ 0, state_undefined },
4460 { /* 38, undefined */ 0, state_undefined },
4461 { /* 39, undefined */ 0, state_undefined },
4462 { /* 40, undefined */ 0, state_undefined },
4463 { /* 41, undefined */ 0, state_undefined },
4464 { /* 42, undefined */ 0, state_undefined },
4465 { /* 43, undefined */ 0, state_undefined },
4466 { /* 44, undefined */ 0, state_undefined },
4467 { /* 45, undefined */ 0, state_undefined },
4468 { /* 46, undefined */ 0, state_undefined },
4469 { /* 47, undefined */ 0, state_undefined },
4470 { /* 48, undefined */ 0, state_undefined },
4471 { /* 49, undefined */ 0, state_undefined },
4472 { /* 50, undefined */ 0, state_undefined },
4473 { /* 51, undefined */ 0, state_undefined },
4474 { /* 52, undefined */ 0, state_undefined },
4475 { /* 53, undefined */ 0, state_undefined },
4476 { /* 54, undefined */ 0, state_undefined },
4477 { /* 55, undefined */ 0, state_undefined },
4478 { /* 56, undefined */ 0, state_undefined },
4479 { /* 57, undefined */ 0, state_undefined },
4480 { /* 58, undefined */ 0, state_undefined },
4481 { /* 59, undefined */ 0, state_undefined },
4482 { /* 60, undefined */ 0, state_undefined },
4483 { /* 61, undefined */ 0, state_undefined },
4484 { /* 62, undefined */ 0, state_undefined },
4485 { /* 63, undefined */ 0, state_undefined },
4486 { /* 64, undefined */ 0, state_undefined },
4487 { /* 65, undefined */ 0, state_undefined },
4488 { /* 66, undefined */ 0, state_undefined },
4489 { /* 67, undefined */ 0, state_undefined },
4490 { /* 68, undefined */ 0, state_undefined },
4491 { /* 69, undefined */ 0, state_undefined },
4492 { /* 70, undefined */ 0, state_undefined },
4493 { /* 71, undefined */ 0, state_undefined },
4494 { /* 72, undefined */ 0, state_undefined },
4495 { /* 73, undefined */ 0, state_undefined },
4496 { /* 74, undefined */ 0, state_undefined },
4497 { /* 75, undefined */ 0, state_undefined },
4498 { /* 76, undefined */ 0, state_undefined },
4499 { /* 77, undefined */ 0, state_undefined },
4500 { /* 78, undefined */ 0, state_undefined },
4501 { /* 79, undefined */ 0, state_undefined },
4502 { /* 80, undefined */ 0, state_undefined },
4503 { /* 81, undefined */ 0, state_undefined },
4504 { /* 82, undefined */ 0, state_undefined },
4505 { /* 83, undefined */ 0, state_undefined },
4506 { /* 84, undefined */ 0, state_undefined },
4507 { /* 85, undefined */ 0, state_undefined },
4508 { /* 86, undefined */ 0, state_undefined },
4509 { /* 87, undefined */ 0, state_undefined },
4510 { /* 88, undefined */ 0, state_undefined },
4511 { /* 89, undefined */ 0, state_undefined },
4512 { /* 90, undefined */ 0, state_undefined },
4513 { /* 91, undefined */ 0, state_undefined },
4514 { /* 92, undefined */ 0, state_undefined },
4515 { /* 93, undefined */ 0, state_undefined },
4516 { /* 94, undefined */ 0, state_undefined },
4517 { /* 95, undefined */ 0, state_undefined },
4518 { /* 96, undefined */ 0, state_undefined },
4519 { /* 97, undefined */ 0, state_undefined },
4520 { /* 98, undefined */ 0, state_undefined },
4521 { /* 99, undefined */ 0, state_undefined },
4522 { /*100, undefined */ 0, state_undefined },
4523 { /*101, undefined */ 0, state_undefined },
4524 { /*102, undefined */ 0, state_undefined },
4525 { /*103, undefined */ 0, state_undefined },
4526 { /*104, undefined */ 0, state_undefined },
4527 { /*105, undefined */ 0, state_undefined },
4528 { /*106, undefined */ 0, state_undefined },
4529 { /*107, undefined */ 0, state_undefined },
4530 { /*108, undefined */ 0, state_undefined },
4531 { /*109, undefined */ 0, state_undefined },
4532 { /*110, undefined */ 0, state_undefined },
4533 { /*111, undefined */ 0, state_undefined },
4534 { /*112, undefined */ 0, state_undefined },
4535 { /*113, undefined */ 0, state_undefined },
4536 { /*114, undefined */ 0, state_undefined },
4537 { /*115, undefined */ 0, state_undefined },
4538 { /*116, undefined */ 0, state_undefined },
4539 { /*117, undefined */ 0, state_undefined },
4540 { /*118, undefined */ 0, state_undefined },
4541 { /*119, undefined */ 0, state_undefined },
4542 { /*120, undefined */ 0, state_undefined },
4543 { /*121, undefined */ 0, state_undefined },
4544 { /*122, undefined */ 0, state_undefined },
4545 { /*123, undefined */ 0, state_undefined },
4546 { /*124, undefined */ 0, state_undefined },
4547 { /*125, undefined */ 0, state_undefined },
4548 { /*126, undefined */ 0, state_undefined },
4549 { /*127, undefined */ 0, state_undefined },
4550 { /*128, undefined */ 0, state_undefined },
4551 { /*129, undefined */ 0, state_undefined },
4552 { /*130, undefined */ 0, state_undefined },
4553 { /*131, undefined */ 0, state_undefined },
4554 { /*132, undefined */ 0, state_undefined },
4555 { /*133, undefined */ 0, state_undefined },
4556 { /*134, undefined */ 0, state_undefined },
4557 { /*135, undefined */ 0, state_undefined },
4558 { /*136, undefined */ 0, state_undefined },
4559 { /*137, undefined */ 0, state_undefined },
4560 { /*138, undefined */ 0, state_undefined },
4561 { /*139, undefined */ 0, state_undefined },
4562 { /*140, undefined */ 0, state_undefined },
4563 { /*141, undefined */ 0, state_undefined },
4564 { /*142, undefined */ 0, state_undefined },
4565 { /*143, undefined */ 0, state_undefined },
4566 { /*144, undefined */ 0, state_undefined },
4567 { /*145, undefined */ 0, state_undefined },
4568 { /*146, undefined */ 0, state_undefined },
4569 { /*147, undefined */ 0, state_undefined },
4570 { /*148, undefined */ 0, state_undefined },
4571 { /*149, undefined */ 0, state_undefined },
4572 { /*150, undefined */ 0, state_undefined },
4573 { /*151, undefined */ 0, state_undefined },
4574 { /*152, undefined */ 0, state_undefined },
4575 { /*153, undefined */ 0, state_undefined },
4576 { /*154, undefined */ 0, state_undefined },
4577 { /*155, undefined */ 0, state_undefined },
4578 { /*156, undefined */ 0, state_undefined },
4579 { /*157, undefined */ 0, state_undefined },
4580 { /*158, undefined */ 0, state_undefined },
4581 { /*159, undefined */ 0, state_undefined },
4582 { /*160, undefined */ 0, state_undefined },
4583 { /*161, undefined */ 0, state_undefined },
4584 { /*162, undefined */ 0, state_undefined },
4585 { /*163, undefined */ 0, state_undefined },
4586 { /*164, undefined */ 0, state_undefined },
4587 { /*165, undefined */ 0, state_undefined },
4588 { /*166, undefined */ 0, state_undefined },
4589 { /*167, undefined */ 0, state_undefined },
4590 { /*168, undefined */ 0, state_undefined },
4591 { /*169, undefined */ 0, state_undefined },
4592 { /*170, undefined */ 0, state_undefined },
4593 { /*171, undefined */ 0, state_undefined },
4594 { /*172, undefined */ 0, state_undefined },
4595 { /*173, undefined */ 0, state_undefined },
4596 { /*174, undefined */ 0, state_undefined },
4597 { /*175, undefined */ 0, state_undefined },
4598 { /*176, undefined */ 0, state_undefined },
4599 { /*177, undefined */ 0, state_undefined },
4600 { /*178, undefined */ 0, state_undefined },
4601 { /*179, undefined */ 0, state_undefined },
4602 { /*180, undefined */ 0, state_undefined },
4603 { /*181, undefined */ 0, state_undefined },
4604 { /*182, undefined */ 0, state_undefined },
4605 { /*183, undefined */ 0, state_undefined },
4606 { /*184, undefined */ 0, state_undefined },
4607 { /*185, undefined */ 0, state_undefined },
4608 { /*186, undefined */ 0, state_undefined },
4609 { /*187, undefined */ 0, state_undefined },
4610 { /*188, undefined */ 0, state_undefined },
4611 { /*189, undefined */ 0, state_undefined },
4612 { /*190, undefined */ 0, state_undefined },
4613 { /*191, undefined */ 0, state_undefined },
4614 { /*192, undefined */ 0, state_undefined },
4615 { /*193, undefined */ 0, state_undefined },
4616 { /*194, undefined */ 0, state_undefined },
4617 { /*195, undefined */ 0, state_undefined },
4618 { /*196, undefined */ 0, state_undefined },
4619 { /*197, undefined */ 0, state_undefined },
4620 { /*198, undefined */ 0, state_undefined },
4621 { /*199, undefined */ 0, state_undefined },
4622 { /*200, undefined */ 0, state_undefined },
4623 { /*201, undefined */ 0, state_undefined },
4624 { /*202, undefined */ 0, state_undefined },
4625 { /*203, undefined */ 0, state_undefined },
4626 { /*204, undefined */ 0, state_undefined },
4627 { /*205, undefined */ 0, state_undefined },
4628 { /*206, undefined */ 0, state_undefined },
4629 { /*207, undefined */ 0, state_undefined },
4630 { /*208, undefined */ 0, state_undefined },
4631 { /*209, undefined */ 0, state_undefined },
4632 { /*210, undefined */ 0, state_undefined },
4633 { /*211, undefined */ 0, state_undefined },
4634 { /*212, undefined */ 0, state_undefined },
4635 { /*213, undefined */ 0, state_undefined },
4636 { /*214, undefined */ 0, state_undefined },
4637 { /*215, undefined */ 0, state_undefined },
4638 { /*216, undefined */ 0, state_undefined },
4639 { /*217, undefined */ 0, state_undefined },
4640 { /*218, undefined */ 0, state_undefined },
4641 { /*219, undefined */ 0, state_undefined },
4642 { /*220, undefined */ 0, state_undefined },
4643 { /*221, undefined */ 0, state_undefined },
4644 { /*222, undefined */ 0, state_undefined },
4645 { /*223, undefined */ 0, state_undefined },
4646 { /*224, undefined */ 0, state_undefined },
4647 { /*225, undefined */ 0, state_undefined },
4648 { /*226, undefined */ 0, state_undefined },
4649 { /*227, undefined */ 0, state_undefined },
4650 { /*228, undefined */ 0, state_undefined },
4651 { /*229, undefined */ 0, state_undefined },
4652 { /*230, undefined */ 0, state_undefined },
4653 { /*231, undefined */ 0, state_undefined },
4654 { /*232, undefined */ 0, state_undefined },
4655 { /*233, undefined */ 0, state_undefined },
4656 { /*234, undefined */ 0, state_undefined },
4657 { /*235, undefined */ 0, state_undefined },
4658 { /*236, undefined */ 0, state_undefined },
4659 { /*237, undefined */ 0, state_undefined },
4660 { /*238, undefined */ 0, state_undefined },
4661 { /*239, undefined */ 0, state_undefined },
4662 { /*240, undefined */ 0, state_undefined },
4663 { /*241, undefined */ 0, state_undefined },
4664 { /*242, undefined */ 0, state_undefined },
4665 { /*243, undefined */ 0, state_undefined },
4666 { /*244, undefined */ 0, state_undefined },
4667 { /*245, undefined */ 0, state_undefined },
4668 { /*246, undefined */ 0, state_undefined },
4669 { /*247, undefined */ 0, state_undefined },
4670 { /*248, undefined */ 0, state_undefined },
4671 { /*249, undefined */ 0, state_undefined },
4672 { /*250, undefined */ 0, state_undefined },
4673 { /*251, undefined */ 0, state_undefined },
4674 { /*252, undefined */ 0, state_undefined },
4675 { /*253, undefined */ 0, state_undefined },
4676 { /*254, undefined */ 0, state_undefined },
4677 { /*255, undefined */ 0, state_undefined },
4678 /* End huge gap */
4679 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4680 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4681 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4682 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4683 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4684 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4685 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4686 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4687 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4688 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4689 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4690 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4691 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4692 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4693 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4694 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4695 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4696 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4697 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4698 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4699 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4700 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4701 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4702 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4703 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4704 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4705 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4706 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4707 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4708 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4709 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4710 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4711 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4712 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4713 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4714 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4715 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4716 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4717 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4718 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4719 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4720 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4721 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4722 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4723 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4724 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4725 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4726 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4727 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4728 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4729 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4730 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4731 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4732 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4733 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4734 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4735 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4736 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4737 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4738 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4739 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4740 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4741 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4742 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4743 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4744 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4745 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4746 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4747 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4748 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4749 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4750 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4751 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4752 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4753 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4754 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4755 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4756 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4757 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4758 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4759 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4760 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4761 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4762 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4763 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4764 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4765 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4766 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4767 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4768 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4769 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4770 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4771 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4772 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4773 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4774 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4775 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4776 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4777 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4778 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4779 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4780 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4781 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4782 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4783 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4784 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4785 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4786 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4787 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4788 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4789 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4790 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4791 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4792 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4793 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4794 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4795 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4796 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4797 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4798 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4799 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4800 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4801 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4802 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4803 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4804 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4805 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4806 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4807 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4808 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4809 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4810 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4811 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4812 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4813 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4814 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4815 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4816 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4817 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4818 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4819 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4820 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4821 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4822 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4823 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4824 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4825 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4826 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4827 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4828 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4829 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4830 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4831 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4832 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4833 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4834 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4835 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4836 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4837 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4838 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4839 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4840 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4841 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4842 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4843 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4844 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4845 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4846 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4847 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4848 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4849 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4850 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4851 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4852 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4853 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4854 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4855 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4856 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4857 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4858 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4859 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4860 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4861 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4862 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4863 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4864 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4865 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4866 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4867 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4868 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4869 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4870 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4871 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4872 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4873 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4874 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4875 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4876 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4877 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4878 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4879 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4880 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4881 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4882 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4883 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4884 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4885 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4886 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4887 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4888 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4889 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4890 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4891 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4892 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4893 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4894 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4895 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4896 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4897 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4898 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4899 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4900 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4901 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4902 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4903 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4904 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4905 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4906 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4907 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4908 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4909 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4910 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4911 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4912 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4913 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4914 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4915 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4916 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4917 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4918 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4919 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4920 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4921 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4922 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4923 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4924 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4925 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4926 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4927 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4928 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4929 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4930 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4931 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4932 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4933 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4934 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4935 /* Various Vertex states follow */
4936 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4937 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4938 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4939 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4940 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4941 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4942 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4943 /* Lights */
4944 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4945 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4946 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4947 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4948 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4949 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4950 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4951 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4953 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4954 /* Clip planes */
4955 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4956 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4957 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4958 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4959 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4960 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4961 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4962 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4963 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4964 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4965 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4966 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4967 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4968 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4969 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4970 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4971 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4972 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4973 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4974 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4975 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4976 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4977 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4978 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4979 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4980 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4981 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4982 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4983 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4984 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4985 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4986 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },
4988 { /* STATE_MATERIAL */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
4989 { /* STATE_FRONTFACE */ STATE_FRONTFACE, frontface },