wined3d: Split texture coordinate loading from loadVertexData().
[wine.git] / dlls / wined3d / state.c
blobc0643a2187157e2a35b43a69ba07e6c4e94d8b03
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 ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
43 if(STATE_IS_RENDER(state)) {
44 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
46 } else {
47 /* Shouldn't have an unknown type here */
48 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54 * list without causing confusing terminal output. Deliberately no special debug name here
55 * because its undefined.
57 WARN("undefined state %d\n", state);
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
63 switch(Value) {
64 case WINED3DFILL_POINT:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
67 break;
68 case WINED3DFILL_WIREFRAME:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
71 break;
72 case WINED3DFILL_SOLID:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
75 break;
76 default:
77 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
82 BOOL transformed;
84 /* Lighting is not enabled if transformed vertices are drawn
85 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86 * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87 * vertex declaration appplying function calls this function for updating
90 if(isStateDirty(context, STATE_VDECL)) {
91 return;
94 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
98 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99 glEnable(GL_LIGHTING);
100 checkGLcall("glEnable GL_LIGHTING");
101 } else {
102 glDisable(GL_LIGHTING);
103 checkGLcall("glDisable GL_LIGHTING");
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108 /* No z test without depth stencil buffers */
109 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111 checkGLcall("glDisable GL_DEPTH_TEST");
112 return;
115 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116 case WINED3DZB_FALSE:
117 glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
119 break;
120 case WINED3DZB_TRUE:
121 glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
123 break;
124 case WINED3DZB_USEW:
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
128 break;
129 default:
130 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135 /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
137 /* If we are culling "back faces with clockwise vertices" then
138 set front faces to be counter clockwise and enable culling
139 of back faces */
140 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
141 case WINED3DCULL_NONE:
142 glDisable(GL_CULL_FACE);
143 checkGLcall("glDisable GL_CULL_FACE");
144 break;
145 case WINED3DCULL_CW:
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
148 if (stateblock->wineD3DDevice->render_offscreen) {
149 glFrontFace(GL_CW);
150 checkGLcall("glFrontFace GL_CW");
151 } else {
152 glFrontFace(GL_CCW);
153 checkGLcall("glFrontFace GL_CCW");
155 glCullFace(GL_BACK);
156 break;
157 case WINED3DCULL_CCW:
158 glEnable(GL_CULL_FACE);
159 checkGLcall("glEnable GL_CULL_FACE");
160 if (stateblock->wineD3DDevice->render_offscreen) {
161 glFrontFace(GL_CCW);
162 checkGLcall("glFrontFace GL_CCW");
163 } else {
164 glFrontFace(GL_CW);
165 checkGLcall("glFrontFace GL_CW");
167 glCullFace(GL_BACK);
168 break;
169 default:
170 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
174 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
175 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
176 case WINED3DSHADE_FLAT:
177 glShadeModel(GL_FLAT);
178 checkGLcall("glShadeModel(GL_FLAT)");
179 break;
180 case WINED3DSHADE_GOURAUD:
181 glShadeModel(GL_SMOOTH);
182 checkGLcall("glShadeModel(GL_SMOOTH)");
183 break;
184 case WINED3DSHADE_PHONG:
185 FIXME("WINED3DSHADE_PHONG isn't supported\n");
186 break;
187 default:
188 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
192 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
194 glEnable(GL_DITHER);
195 checkGLcall("glEnable GL_DITHER");
196 } else {
197 glDisable(GL_DITHER);
198 checkGLcall("glDisable GL_DITHER");
202 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
204 * this has to be merged with ZENABLE and ZFUNC
206 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
207 glDepthMask(1);
208 checkGLcall("glDepthMask(1)");
209 } else {
210 glDepthMask(0);
211 checkGLcall("glDepthMask(0)");
215 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
216 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
218 if(glParm) {
219 glDepthFunc(glParm);
220 checkGLcall("glDepthFunc");
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
225 float col[4];
226 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
228 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
229 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
230 checkGLcall("glLightModel for MODEL_AMBIENT");
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234 int srcBlend = GL_ZERO;
235 int dstBlend = GL_ZERO;
237 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
239 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
240 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
241 glEnable(GL_BLEND);
242 checkGLcall("glEnable GL_BLEND");
243 } else {
244 glDisable(GL_BLEND);
245 checkGLcall("glDisable GL_BLEND");
246 /* Nothing more to do - get out */
247 return;
250 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
251 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
252 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
253 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
254 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
255 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
256 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
257 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
258 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
259 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
260 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
261 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
263 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
264 dstBlend = GL_SRC_ALPHA;
265 break;
267 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
268 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
269 break;
271 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
272 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
273 default:
274 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
277 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
278 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
279 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
280 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
281 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
282 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
283 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
284 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
285 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
286 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
287 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
288 case WINED3DBLEND_SRCALPHASAT : dstBlend = GL_SRC_ALPHA_SATURATE; break;
290 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
291 srcBlend = GL_SRC_ALPHA;
292 break;
294 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
296 break;
298 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
299 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
300 default:
301 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
304 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
305 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
306 glEnable(GL_LINE_SMOOTH);
307 checkGLcall("glEnable(GL_LINE_SMOOTH)");
308 if(srcBlend != GL_SRC_ALPHA) {
309 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
310 srcBlend = GL_SRC_ALPHA;
312 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
313 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
314 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
316 } else {
317 glDisable(GL_LINE_SMOOTH);
318 checkGLcall("glDisable(GL_LINE_SMOOTH)");
321 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
322 glBlendFunc(srcBlend, dstBlend);
323 checkGLcall("glBlendFunc");
326 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
327 float col[4];
329 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
330 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
331 glBlendColor (col[0],col[1],col[2],col[3]);
332 checkGLcall("glBlendColor");
335 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
336 int glParm = 0;
337 float ref;
338 BOOL enable_ckey = FALSE;
340 IWineD3DSurfaceImpl *surf;
342 /* Find out if the texture on the first stage has a ckey set
343 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
344 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
345 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
346 * in case it finds some texture+colorkeyenable combination which needs extra care.
348 if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
349 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
351 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
352 const PixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format);
353 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
354 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
355 * surface has alpha bits
357 if(fmt->alphaMask == 0x00000000) {
358 enable_ckey = TRUE;
363 if(enable_ckey || context->last_was_ckey) {
364 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
366 context->last_was_ckey = enable_ckey;
368 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
369 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
370 glEnable(GL_ALPHA_TEST);
371 checkGLcall("glEnable GL_ALPHA_TEST");
372 } else {
373 glDisable(GL_ALPHA_TEST);
374 checkGLcall("glDisable GL_ALPHA_TEST");
375 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
376 * enable call
378 return;
381 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
382 glParm = GL_NOTEQUAL;
383 ref = 0.0;
384 } else {
385 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
386 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
388 if(glParm) {
389 glAlphaFunc(glParm, ref);
390 checkGLcall("glAlphaFunc");
394 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
395 DWORD enable = 0xFFFFFFFF;
396 DWORD disable = 0x00000000;
398 if (use_vs(stateblock->wineD3DDevice)) {
399 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
400 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
401 * contitions I got sick of tracking down. The shader state handler disables all clip planes because
402 * of that - don't do anything here and keep them disabled
404 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
405 static BOOL warned = FALSE;
406 if(!warned) {
407 FIXME("Clipping not supported with vertex shaders\n");
408 warned = TRUE;
411 return;
414 /* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
415 * of already set values
418 /* If enabling / disabling all
419 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
421 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
422 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
423 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
424 } else {
425 disable = 0xffffffff;
426 enable = 0x00;
429 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
430 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
431 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
432 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
433 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
434 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
436 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
437 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
438 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
439 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
440 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
441 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
443 /** update clipping status */
444 if (enable) {
445 stateblock->clip_status.ClipUnion = 0;
446 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
447 } else {
448 stateblock->clip_status.ClipUnion = 0;
449 stateblock->clip_status.ClipIntersection = 0;
453 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
454 int glParm = GL_FUNC_ADD;
456 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
457 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
458 return;
461 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
462 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
463 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
464 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
465 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
466 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
467 default:
468 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
471 TRACE("glBlendEquation(%x)\n", glParm);
472 GL_EXTCALL(glBlendEquation(glParm));
473 checkGLcall("glBlendEquation");
476 static void
477 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
478 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
479 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
480 * specular color. This is wrong:
481 * Separate specular color means the specular colour is maintained separately, whereas
482 * single color means it is merged in. However in both cases they are being used to
483 * some extent.
484 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
485 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
486 * running 1.4 yet!
489 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
490 * Instead, we need to setup the FinalCombiner properly.
492 * The default setup for the FinalCombiner is:
494 * <variable> <input> <mapping> <usage>
495 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
496 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
497 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
498 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
499 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
500 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
501 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
503 * That's pretty much fine as it is, except for variable B, which needs to take
504 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
505 * whether WINED3DRS_SPECULARENABLE is enabled or not.
508 TRACE("Setting specular enable state\n");
509 /* TODO: Add to the material setting functions */
510 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
511 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
512 checkGLcall("glMaterialfv");
513 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
514 glEnable(GL_COLOR_SUM_EXT);
515 } else {
516 TRACE("Specular colors cannot be enabled in this version of opengl\n");
518 checkGLcall("glEnable(GL_COLOR_SUM)");
520 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
521 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
522 checkGLcall("glFinalCombinerInputNV()");
524 } else {
525 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
527 /* for the case of enabled lighting: */
528 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
529 checkGLcall("glMaterialfv");
531 /* for the case of disabled lighting: */
532 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
533 glDisable(GL_COLOR_SUM_EXT);
534 } else {
535 TRACE("Specular colors cannot be disabled in this version of opengl\n");
537 checkGLcall("glDisable(GL_COLOR_SUM)");
539 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
540 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
541 checkGLcall("glFinalCombinerInputNV()");
546 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
547 unsigned int i;
549 /* Note the texture color applies to all textures whereas
550 * GL_TEXTURE_ENV_COLOR applies to active only
552 float col[4];
553 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
555 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
556 /* And now the default texture color as well */
557 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
558 /* Note the WINED3DRS value applies to all textures, but GL has one
559 * per texture, so apply it now ready to be used!
561 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
562 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
563 checkGLcall("glActiveTextureARB");
564 } else if (i>0) {
565 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
568 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
569 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
571 } else {
572 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
576 static void
577 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
578 #if 0 /* Don't use OpenGL 2.0 calls for now */
579 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
580 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
581 checkGLcall("glStencilFuncSeparate(...)");
582 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
583 checkGLcall("glStencilOpSeparate(...)");
585 else
586 #endif
587 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
588 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
589 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
590 GL_EXTCALL(glActiveStencilFaceEXT(face));
591 checkGLcall("glActiveStencilFaceEXT(...)");
592 glStencilFunc(func, ref, mask);
593 checkGLcall("glStencilFunc(...)");
594 glStencilOp(stencilFail, depthFail, stencilPass);
595 checkGLcall("glStencilOp(...)");
596 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
597 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
598 checkGLcall("glStencilFuncSeparateATI(...)");
599 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
600 checkGLcall("glStencilOpSeparateATI(...)");
601 } else {
602 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
606 static void
607 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
608 DWORD onesided_enable = FALSE;
609 DWORD twosided_enable = FALSE;
610 GLint func = GL_ALWAYS;
611 GLint func_ccw = GL_ALWAYS;
612 GLint ref = 0;
613 GLuint mask = 0;
614 GLint stencilFail = GL_KEEP;
615 GLint depthFail = GL_KEEP;
616 GLint stencilPass = GL_KEEP;
617 GLint stencilFail_ccw = GL_KEEP;
618 GLint depthFail_ccw = GL_KEEP;
619 GLint stencilPass_ccw = GL_KEEP;
621 /* No stencil test without a stencil buffer */
622 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
623 glDisable(GL_STENCIL_TEST);
624 checkGLcall("glDisable GL_STENCIL_TEST");
625 return;
628 if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
629 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
630 if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
631 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
632 if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
633 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
634 func = GL_ALWAYS;
635 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
636 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
637 func = GL_ALWAYS;
638 if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
639 ref = stateblock->renderState[WINED3DRS_STENCILREF];
640 if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
641 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
642 if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
643 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
644 if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
645 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
646 if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
647 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
648 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
649 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
650 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
651 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
652 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
653 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
655 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
656 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
657 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
658 onesided_enable, twosided_enable, ref, mask,
659 func, stencilFail, depthFail, stencilPass,
660 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
662 if (twosided_enable) {
663 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
664 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
665 } else {
666 if (onesided_enable) {
667 glEnable(GL_STENCIL_TEST);
668 checkGLcall("glEnable GL_STENCIL_TEST");
669 glStencilFunc(func, ref, mask);
670 checkGLcall("glStencilFunc(...)");
671 glStencilOp(stencilFail, depthFail, stencilPass);
672 checkGLcall("glStencilOp(...)");
673 } else {
674 glDisable(GL_STENCIL_TEST);
675 checkGLcall("glDisable GL_STENCIL_TEST");
680 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
681 if(stateblock->wineD3DDevice->stencilBufferTarget) {
682 glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
683 } else {
684 glStencilMask(0);
686 checkGLcall("glStencilMask");
689 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
690 /* TODO: Put this into the vertex type block once that is in the state table */
691 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
692 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
693 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
694 float fogstart, fogend;
696 union {
697 DWORD d;
698 float f;
699 } tmpvalue;
701 if (!fogenable) {
702 /* No fog? Disable it, and we're done :-) */
703 glDisable(GL_FOG);
704 checkGLcall("glDisable GL_FOG");
705 if( use_ps(stateblock->wineD3DDevice)
706 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
707 /* disable fog in the pixel shader
708 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
709 * -1/(e-s) and e/(e-s) respectively.
711 glFogf(GL_FOG_START, 0.0f);
712 checkGLcall("glFogf(GL_FOG_START, fogstart");
713 glFogf(GL_FOG_END, 1.0f);
714 checkGLcall("glFogf(GL_FOG_END, fogend");
716 return;
719 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
720 fogstart = tmpvalue.f;
721 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
722 fogend = tmpvalue.f;
724 /* Fog Rules:
726 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
727 * It can use the Z value of the vertex, or the alpha component of the specular color.
728 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
729 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
730 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
732 * FOGTABLEMODE != NONE:
733 * The Z value is used, with the equation specified, no matter what vertex type.
735 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
736 * Per vertex fog is calculated using the specified fog equation and the parameters
738 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
739 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
740 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
743 * Rules for vertex fog with shaders:
745 * When mixing fixed function functionality with the programmable pipeline, D3D expects
746 * the fog computation to happen during transformation while openGL expects it to happen
747 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
748 * the pixel shader while openGL always expects the pixel shader to handle the blending.
749 * To solve this problem, WineD3D does:
750 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
751 * shader,
752 * and 2) disables the fog computation (in either the fixed function or programmable
753 * rasterizer) if using a vertex program.
756 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
757 * without shaders).
760 if( is_ps3 ) {
761 if( !use_vs(stateblock->wineD3DDevice)
762 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
763 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
767 if (use_vs(stateblock->wineD3DDevice)
768 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
769 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
770 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
771 /* Disable fog */
772 fogenable = FALSE;
773 } else {
774 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
775 glFogi(GL_FOG_MODE, GL_LINEAR);
776 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
777 fogstart = 1.0;
778 fogend = 0.0;
780 context->last_was_foggy_shader = TRUE;
782 else if( use_ps(stateblock->wineD3DDevice) ) {
783 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
784 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
786 WINED3DFOGMODE mode;
787 context->last_was_foggy_shader = FALSE;
789 /* If both fogmodes are set use the table fog mode */
790 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
791 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
792 else
793 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
795 switch (mode) {
796 case WINED3DFOG_EXP:
797 case WINED3DFOG_EXP2:
798 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
799 /* Disable fog */
800 fogenable = FALSE;
801 break;
803 case WINED3DFOG_LINEAR:
804 fogstart = -1.0f/(fogend-fogstart);
805 fogend *= -fogstart;
806 break;
808 case WINED3DFOG_NONE:
809 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
810 /* Disable fog */
811 fogenable = FALSE;
812 break;
813 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
816 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
817 * the system will apply only pixel(=table) fog effects."
819 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
820 glHint(GL_FOG_HINT, GL_FASTEST);
821 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
822 context->last_was_foggy_shader = FALSE;
824 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
825 /* If processed vertices are used, fall through to the NONE case */
826 case WINED3DFOG_EXP: {
827 if(!context->last_was_rhw) {
828 glFogi(GL_FOG_MODE, GL_EXP);
829 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
830 if(GL_SUPPORT(EXT_FOG_COORD)) {
831 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
832 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
834 break;
837 case WINED3DFOG_EXP2: {
838 if(!context->last_was_rhw) {
839 glFogi(GL_FOG_MODE, GL_EXP2);
840 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
841 if(GL_SUPPORT(EXT_FOG_COORD)) {
842 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
843 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
845 break;
848 case WINED3DFOG_LINEAR: {
849 if(!context->last_was_rhw) {
850 glFogi(GL_FOG_MODE, GL_LINEAR);
851 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
852 if(GL_SUPPORT(EXT_FOG_COORD)) {
853 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
854 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
856 break;
859 case WINED3DFOG_NONE: {
860 /* Both are none? According to msdn the alpha channel of the specular
861 * color contains a fog factor. Set it in drawStridedSlow.
862 * Same happens with Vertexfog on transformed vertices
864 if(GL_SUPPORT(EXT_FOG_COORD)) {
865 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
866 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
867 glFogi(GL_FOG_MODE, GL_LINEAR);
868 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
869 fogstart = 0xff;
870 fogend = 0x0;
871 } else {
872 /* Disable GL fog, handle this in software in drawStridedSlow */
873 fogenable = FALSE;
875 break;
877 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
879 } else {
880 glHint(GL_FOG_HINT, GL_NICEST);
881 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
882 context->last_was_foggy_shader = FALSE;
884 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
885 case WINED3DFOG_EXP:
886 glFogi(GL_FOG_MODE, GL_EXP);
887 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
888 if(GL_SUPPORT(EXT_FOG_COORD)) {
889 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
890 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
892 break;
894 case WINED3DFOG_EXP2:
895 glFogi(GL_FOG_MODE, GL_EXP2);
896 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
897 if(GL_SUPPORT(EXT_FOG_COORD)) {
898 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
899 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
901 break;
903 case WINED3DFOG_LINEAR:
904 glFogi(GL_FOG_MODE, GL_LINEAR);
905 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
906 if(GL_SUPPORT(EXT_FOG_COORD)) {
907 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
908 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
910 break;
912 case WINED3DFOG_NONE: /* Won't happen */
913 default:
914 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
918 if(fogenable) {
919 glEnable(GL_FOG);
920 checkGLcall("glEnable GL_FOG");
922 glFogfv(GL_FOG_START, &fogstart);
923 checkGLcall("glFogf(GL_FOG_START, fogstart");
924 TRACE("Fog Start == %f\n", fogstart);
926 glFogfv(GL_FOG_END, &fogend);
927 checkGLcall("glFogf(GL_FOG_END, fogend");
928 TRACE("Fog End == %f\n", fogend);
929 } else {
930 glDisable(GL_FOG);
931 checkGLcall("glDisable GL_FOG");
932 if( use_ps(stateblock->wineD3DDevice) ) {
933 /* disable fog in the pixel shader
934 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
935 * -1/(e-s) and e/(e-s) respectively.
937 glFogf(GL_FOG_START, 0.0f);
938 checkGLcall("glFogf(GL_FOG_START, fogstart");
939 glFogf(GL_FOG_END, 1.0f);
940 checkGLcall("glFogf(GL_FOG_END, fogend");
944 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
945 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
949 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
950 float col[4];
951 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
952 glFogfv(GL_FOG_COLOR, &col[0]);
953 checkGLcall("glFog GL_FOG_COLOR");
956 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
957 union {
958 DWORD d;
959 float f;
960 } tmpvalue;
961 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
962 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
963 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
966 /* TODO: Merge with primitive type + init_materials()!! */
967 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
968 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
969 GLenum Parm = 0;
970 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
971 BOOL isDiffuseSupplied;
973 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
974 * The vertex declaration will call this function if the fixed function pipeline is used.
977 if(isStateDirty(context, STATE_VDECL)) {
978 return;
981 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
983 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
984 TRACE("diff %d, amb %d, emis %d, spec %d\n",
985 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
986 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
987 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
988 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
990 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
991 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
992 Parm = GL_AMBIENT_AND_DIFFUSE;
993 } else {
994 Parm = GL_DIFFUSE;
996 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
997 Parm = GL_AMBIENT;
998 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
999 Parm = GL_EMISSION;
1000 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1001 Parm = GL_SPECULAR;
1005 /* Nothing changed, return. */
1006 if (Parm == context->tracking_parm) return;
1008 if(!Parm) {
1009 glDisable(GL_COLOR_MATERIAL);
1010 checkGLcall("glDisable GL_COLOR_MATERIAL");
1011 } else {
1012 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1013 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1014 glEnable(GL_COLOR_MATERIAL);
1015 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1018 /* Apparently calls to glMaterialfv are ignored for properties we're
1019 * tracking with glColorMaterial, so apply those here. */
1020 switch (context->tracking_parm) {
1021 case GL_AMBIENT_AND_DIFFUSE:
1022 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1023 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1024 checkGLcall("glMaterialfv");
1025 break;
1027 case GL_DIFFUSE:
1028 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1029 checkGLcall("glMaterialfv");
1030 break;
1032 case GL_AMBIENT:
1033 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1034 checkGLcall("glMaterialfv");
1035 break;
1037 case GL_EMISSION:
1038 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1039 checkGLcall("glMaterialfv");
1040 break;
1042 case GL_SPECULAR:
1043 /* Only change material color if specular is enabled, otherwise it is set to black */
1044 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1045 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1046 checkGLcall("glMaterialfv");
1047 } else {
1048 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1049 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1050 checkGLcall("glMaterialfv");
1052 break;
1055 context->tracking_parm = Parm;
1058 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1059 union {
1060 DWORD d;
1061 WINED3DLINEPATTERN lp;
1062 } tmppattern;
1063 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1065 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1067 if (tmppattern.lp.wRepeatFactor) {
1068 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1069 checkGLcall("glLineStipple(repeat, linepattern)");
1070 glEnable(GL_LINE_STIPPLE);
1071 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1072 } else {
1073 glDisable(GL_LINE_STIPPLE);
1074 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1078 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1079 union {
1080 DWORD d;
1081 float f;
1082 } tmpvalue;
1084 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1085 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1086 TRACE("ZBias value %f\n", tmpvalue.f);
1087 glPolygonOffset(0, -tmpvalue.f);
1088 checkGLcall("glPolygonOffset(0, -Value)");
1089 glEnable(GL_POLYGON_OFFSET_FILL);
1090 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1091 glEnable(GL_POLYGON_OFFSET_LINE);
1092 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1093 glEnable(GL_POLYGON_OFFSET_POINT);
1094 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1095 } else {
1096 glDisable(GL_POLYGON_OFFSET_FILL);
1097 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1098 glDisable(GL_POLYGON_OFFSET_LINE);
1099 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1100 glDisable(GL_POLYGON_OFFSET_POINT);
1101 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1106 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1107 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
1108 glEnable(GL_NORMALIZE);
1109 checkGLcall("glEnable(GL_NORMALIZE);");
1110 } else {
1111 glDisable(GL_NORMALIZE);
1112 checkGLcall("glDisable(GL_NORMALIZE);");
1116 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1117 union {
1118 DWORD d;
1119 float f;
1120 } tmpvalue;
1122 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1123 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1124 TRACE("Set point size to %f\n", tmpvalue.f);
1125 glPointSize(tmpvalue.f);
1126 checkGLcall("glPointSize(...);");
1129 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1130 union {
1131 DWORD d;
1132 float f;
1133 } tmpvalue;
1135 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1136 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1137 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1138 checkGLcall("glPointParameterfARB(...");
1140 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1141 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1142 checkGLcall("glPointParameterfEXT(...);");
1143 } else if(tmpvalue.f != 1.0) {
1144 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1148 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1149 union {
1150 DWORD d;
1151 float f;
1152 } tmpvalue;
1154 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1155 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1156 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1157 checkGLcall("glPointParameterfARB(...");
1159 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1160 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1161 checkGLcall("glPointParameterfEXT(...);");
1162 } else if(tmpvalue.f != 64.0) {
1163 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1167 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1168 /* TODO: Group this with the viewport */
1170 * POINTSCALEENABLE controls how point size value is treated. If set to
1171 * true, the point size is scaled with respect to height of viewport.
1172 * When set to false point size is in pixels.
1174 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1177 /* Default values */
1178 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1181 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1182 * This means that OpenGL will clamp really small point sizes to 1.0f.
1183 * To correct for this we need to multiply by the scale factor when sizes
1184 * are less than 1.0f. scale_factor = 1.0f / point_size.
1186 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1187 if(pointSize > 0.0f) {
1188 GLfloat scaleFactor;
1190 if(pointSize < 1.0f) {
1191 scaleFactor = pointSize * pointSize;
1192 } else {
1193 scaleFactor = 1.0f;
1196 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1197 att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1198 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1199 att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1200 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1201 att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1202 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1206 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1207 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1208 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1210 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1211 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1212 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1213 } else {
1214 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1218 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1219 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1221 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1222 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1223 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1224 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1225 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1226 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1227 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1228 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1229 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1230 checkGLcall("glColorMask(...)");
1232 /* depends on WINED3DRS_COLORWRITEENABLE. */
1233 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1234 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1235 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1236 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1237 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1238 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1239 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1243 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1244 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1245 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1246 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1247 } else {
1248 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1249 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1253 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1254 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1255 TRACE("Last Pixel Drawing Enabled\n");
1256 } else {
1257 static BOOL first = TRUE;
1258 if(first) {
1259 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1260 first = FALSE;
1261 } else {
1262 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1267 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1268 unsigned int i;
1269 int val;
1271 /* TODO: NV_POINT_SPRITE */
1272 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1273 TRACE("Point sprites not supported\n");
1274 return;
1277 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1278 val = GL_TRUE;
1279 } else {
1280 val = GL_FALSE;
1283 for (i = 0; i < GL_LIMITS(textures); i++) {
1284 /* Note the WINED3DRS value applies to all textures, but GL has one
1285 * per texture, so apply it now ready to be used!
1287 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1288 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1289 checkGLcall("glActiveTextureARB");
1290 } else if (i==1) {
1291 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1292 break;
1295 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, val);
1296 checkGLcall((val?"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)":
1297 "glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE)"));
1301 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1303 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1304 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1305 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1306 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1307 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1309 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1311 TRACE("Stub\n");
1312 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1313 stateblock->renderState[WINED3DRS_WRAP1] ||
1314 stateblock->renderState[WINED3DRS_WRAP2] ||
1315 stateblock->renderState[WINED3DRS_WRAP3] ||
1316 stateblock->renderState[WINED3DRS_WRAP4] ||
1317 stateblock->renderState[WINED3DRS_WRAP5] ||
1318 stateblock->renderState[WINED3DRS_WRAP6] ||
1319 stateblock->renderState[WINED3DRS_WRAP7] ||
1320 stateblock->renderState[WINED3DRS_WRAP8] ||
1321 stateblock->renderState[WINED3DRS_WRAP9] ||
1322 stateblock->renderState[WINED3DRS_WRAP10] ||
1323 stateblock->renderState[WINED3DRS_WRAP11] ||
1324 stateblock->renderState[WINED3DRS_WRAP12] ||
1325 stateblock->renderState[WINED3DRS_WRAP13] ||
1326 stateblock->renderState[WINED3DRS_WRAP14] ||
1327 stateblock->renderState[WINED3DRS_WRAP15] ) {
1328 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1332 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1333 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1334 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1335 glEnable(GL_MULTISAMPLE_ARB);
1336 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1337 } else {
1338 glDisable(GL_MULTISAMPLE_ARB);
1339 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1341 } else {
1342 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1343 ERR("Multisample antialiasing not supported by gl\n");
1348 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1349 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1350 glEnable(GL_SCISSOR_TEST);
1351 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1352 } else {
1353 glDisable(GL_SCISSOR_TEST);
1354 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1358 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1359 union {
1360 DWORD d;
1361 float f;
1362 } tmpvalue;
1364 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1365 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1366 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1367 glEnable(GL_POLYGON_OFFSET_FILL);
1368 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1369 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1370 checkGLcall("glPolygonOffset(...)");
1371 } else {
1372 glDisable(GL_POLYGON_OFFSET_FILL);
1373 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1377 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1378 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1379 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1380 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1381 } else {
1382 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1383 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1387 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1388 TRACE("Stub\n");
1389 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1390 FIXME(" Stippled Alpha not supported yet.\n");
1393 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1394 TRACE("Stub\n");
1395 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1396 FIXME(" Antialias not supported yet.\n");
1399 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1400 TRACE("Stub\n");
1401 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1402 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1405 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1406 TRACE("Stub\n");
1407 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1408 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1411 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1412 union {
1413 DWORD d;
1414 float f;
1415 } tmpvalue;
1416 tmpvalue.f = 1.0f;
1418 TRACE("Stub\n");
1419 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1421 static BOOL displayed = FALSE;
1423 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1424 if(!displayed)
1425 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1427 displayed = TRUE;
1431 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1432 TRACE("Stub\n");
1433 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1434 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1437 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1438 TRACE("Stub\n");
1439 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1440 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1443 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1444 TRACE("Stub\n");
1445 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1446 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1450 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1451 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1452 FIXME("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1455 static void state_seperateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1456 TRACE("Stub\n");
1457 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1458 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1461 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1462 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1463 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1467 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1468 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1469 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1473 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1474 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1475 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1479 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1480 if(stateblock->renderState[WINED3DRS_ROP2]) {
1481 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1485 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1486 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1487 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1491 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1492 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1493 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1497 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1498 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1499 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1503 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1504 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1505 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1509 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1510 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1511 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1515 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1516 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1517 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1521 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1522 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1523 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1527 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1528 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1529 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1533 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1534 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1535 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1539 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1540 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1541 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1545 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1546 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1547 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1551 /* Activates the texture dimension according to the bound D3D texture.
1552 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1553 * Requires the caller to activate the correct unit before
1555 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1556 BOOL bumpmap = FALSE;
1558 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1559 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1560 bumpmap = TRUE;
1561 context->texShaderBumpMap |= (1 << stage);
1562 } else {
1563 context->texShaderBumpMap &= ~(1 << stage);
1566 if(stateblock->textures[stage]) {
1567 switch(stateblock->textureDimensions[stage]) {
1568 case GL_TEXTURE_2D:
1569 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1570 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1571 } else {
1572 glDisable(GL_TEXTURE_3D);
1573 checkGLcall("glDisable(GL_TEXTURE_3D)");
1574 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1575 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1576 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1578 glEnable(GL_TEXTURE_2D);
1579 checkGLcall("glEnable(GL_TEXTURE_2D)");
1581 break;
1582 case GL_TEXTURE_3D:
1583 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1584 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1585 } else {
1586 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1587 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1588 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1590 glDisable(GL_TEXTURE_2D);
1591 checkGLcall("glDisable(GL_TEXTURE_2D)");
1592 glEnable(GL_TEXTURE_3D);
1593 checkGLcall("glEnable(GL_TEXTURE_3D)");
1594 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1596 break;
1597 case GL_TEXTURE_CUBE_MAP_ARB:
1598 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1599 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1600 } else {
1601 glDisable(GL_TEXTURE_2D);
1602 checkGLcall("glDisable(GL_TEXTURE_2D)");
1603 glDisable(GL_TEXTURE_3D);
1604 checkGLcall("glDisable(GL_TEXTURE_3D)");
1605 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1606 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1607 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1609 break;
1611 } else {
1612 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1613 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1614 } else {
1615 glDisable(GL_TEXTURE_2D);
1616 checkGLcall("glDisable(GL_TEXTURE_2D)");
1617 glDisable(GL_TEXTURE_3D);
1618 checkGLcall("glDisable(GL_TEXTURE_3D)");
1619 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1620 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1621 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1623 /* Binding textures is done by samplers. A dummy texture will be bound */
1628 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1629 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1630 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1632 TRACE("Setting color op for stage %d\n", stage);
1634 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1635 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1636 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1637 return;
1640 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1642 if (mapped_stage != -1) {
1643 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1644 if (mapped_stage >= GL_LIMITS(textures)) {
1645 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1646 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1647 FIXME("Attempt to enable unsupported stage!\n");
1649 return;
1651 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1652 checkGLcall("glActiveTextureARB");
1653 } else if (stage > 0) {
1654 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1655 return;
1659 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1660 if(stateblock->lowest_disabled_stage > 0) {
1661 glEnable(GL_REGISTER_COMBINERS_NV);
1662 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1663 } else {
1664 glDisable(GL_REGISTER_COMBINERS_NV);
1667 if(stage >= stateblock->lowest_disabled_stage) {
1668 TRACE("Stage disabled\n");
1669 if (mapped_stage != -1) {
1670 /* Disable everything here */
1671 glDisable(GL_TEXTURE_2D);
1672 checkGLcall("glDisable(GL_TEXTURE_2D)");
1673 glDisable(GL_TEXTURE_3D);
1674 checkGLcall("glDisable(GL_TEXTURE_3D)");
1675 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1676 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1677 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1680 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1681 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1683 /* All done */
1684 return;
1687 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1688 * if the sampler for this stage is dirty
1690 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1691 if (mapped_stage != -1) activate_dimensions(stage, stateblock, context);
1694 /* Set the texture combiners */
1695 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1696 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1697 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1698 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1699 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1700 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1701 mapped_stage);
1703 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1704 * thus the texture shader may have to be updated
1706 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1707 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1708 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1709 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1710 if(usesBump != usedBump) {
1711 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1712 checkGLcall("glActiveTextureARB");
1713 activate_dimensions(stage + 1, stateblock, context);
1714 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1715 checkGLcall("glActiveTextureARB");
1718 } else {
1719 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1720 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1721 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1722 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1723 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1727 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1728 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1729 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1730 DWORD op, arg1, arg2, arg0;
1732 TRACE("Setting alpha op for stage %d\n", stage);
1733 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1734 if (mapped_stage != -1) {
1735 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1736 if (stage >= GL_LIMITS(textures)) {
1737 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1738 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1739 FIXME("Attempt to enable unsupported stage!\n");
1741 return;
1743 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1744 checkGLcall("glActiveTextureARB");
1745 } else if (stage > 0) {
1746 /* We can't do anything here */
1747 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1748 return;
1752 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1753 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1754 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1755 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1757 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1758 stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1759 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1761 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1762 getFormatDescEntry(surf->resource.format)->alphaMask == 0x00000000) {
1764 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1765 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1766 * cannot remove the texture's alpha channel entirely.
1768 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1769 * on color keyed surfaces.
1771 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1773 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1774 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1775 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1779 TRACE("Setting alpha op for stage %d\n", stage);
1780 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1781 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1782 op, arg1, arg2, arg0,
1783 mapped_stage);
1784 } else {
1785 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1786 op, arg1, arg2, arg0);
1790 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1791 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1792 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1794 if (mapped_stage < 0) return;
1796 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1797 if(mapped_stage >= GL_LIMITS(textures)) {
1798 return;
1800 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1801 checkGLcall("glActiveTextureARB");
1802 } else if (mapped_stage > 0) {
1803 /* We can't do anything here */
1804 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1805 return;
1808 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1809 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1810 (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
1814 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
1815 int texture_idx;
1817 for (texture_idx = 0; texture_idx < GL_LIMITS(textures); ++texture_idx) {
1818 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
1819 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1823 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
1824 UINT *offset = stateblock->streamOffset;
1825 unsigned int mapped_stage = 0;
1826 unsigned int textureNo = 0;
1828 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
1829 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
1830 /* Abort if we don't support the extension. */
1831 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
1832 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1833 continue;
1836 if (stateblock->textures[textureNo]) {
1837 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
1839 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
1840 /* The gl texture unit will never be -1 for a bound texture */
1841 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1842 checkGLcall("glClientActiveTextureARB");
1844 if (coordIdx >= MAX_TEXTURES) {
1845 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
1846 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
1847 } else if (sd->u.s.texCoords[coordIdx].lpData == NULL && sd->u.s.texCoords[coordIdx].VBO == 0) {
1848 VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
1849 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
1850 } else {
1851 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
1852 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
1853 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
1854 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
1855 checkGLcall("glBindBufferARB");
1856 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
1858 /* The coords to supply depend completely on the fvf / vertex shader */
1859 glTexCoordPointer(
1860 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
1861 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
1862 sd->u.s.texCoords[coordIdx].dwStride,
1863 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
1864 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1866 } else if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1867 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
1870 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1871 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
1872 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
1873 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
1878 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1879 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1880 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1882 if (mapped_stage == -1) {
1883 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1884 return;
1887 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1888 if(mapped_stage >= GL_LIMITS(samplers)) {
1889 return;
1891 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1892 checkGLcall("glActiveTextureARB");
1893 } else if (stage > 0) {
1894 /* We can't do anything here */
1895 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1896 return;
1899 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1901 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1902 * one flag, you can still specify an index value, which the system uses to
1903 * determine the texture wrapping mode.
1904 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1905 * means use the vertex position (camera-space) as the input texture coordinates
1906 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1907 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1908 * to the TEXCOORDINDEX value
1912 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1914 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1915 case WINED3DTSS_TCI_PASSTHRU:
1916 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1917 glDisable(GL_TEXTURE_GEN_S);
1918 glDisable(GL_TEXTURE_GEN_T);
1919 glDisable(GL_TEXTURE_GEN_R);
1920 glDisable(GL_TEXTURE_GEN_Q);
1921 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1922 break;
1924 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1925 /* CameraSpacePosition means use the vertex position, transformed to camera space,
1926 * as the input texture coordinates for this stage's texture transformation. This
1927 * equates roughly to EYE_LINEAR
1930 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1931 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1932 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1933 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1934 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1936 glMatrixMode(GL_MODELVIEW);
1937 glPushMatrix();
1938 glLoadIdentity();
1939 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1940 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1941 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1942 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1943 glPopMatrix();
1945 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1946 glEnable(GL_TEXTURE_GEN_S);
1947 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1948 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1949 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1950 glEnable(GL_TEXTURE_GEN_T);
1951 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1952 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1953 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1954 glEnable(GL_TEXTURE_GEN_R);
1955 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1956 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1957 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1959 break;
1961 case WINED3DTSS_TCI_CAMERASPACENORMAL:
1963 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1964 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1965 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1966 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1967 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1968 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1970 glMatrixMode(GL_MODELVIEW);
1971 glPushMatrix();
1972 glLoadIdentity();
1973 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1974 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1975 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1976 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1977 glPopMatrix();
1979 glEnable(GL_TEXTURE_GEN_S);
1980 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1981 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1982 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1983 glEnable(GL_TEXTURE_GEN_T);
1984 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1985 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1986 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1987 glEnable(GL_TEXTURE_GEN_R);
1988 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1989 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1990 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1993 break;
1995 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
1997 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1998 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1999 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2000 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2001 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2002 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2004 glMatrixMode(GL_MODELVIEW);
2005 glPushMatrix();
2006 glLoadIdentity();
2007 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2008 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2009 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2010 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2011 glPopMatrix();
2013 glEnable(GL_TEXTURE_GEN_S);
2014 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2015 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2016 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2017 glEnable(GL_TEXTURE_GEN_T);
2018 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2019 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2020 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2021 glEnable(GL_TEXTURE_GEN_R);
2022 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2023 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2024 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2027 break;
2029 /* Unhandled types: */
2030 default:
2031 /* Todo: */
2032 /* ? disable GL_TEXTURE_GEN_n ? */
2033 glDisable(GL_TEXTURE_GEN_S);
2034 glDisable(GL_TEXTURE_GEN_T);
2035 glDisable(GL_TEXTURE_GEN_R);
2036 glDisable(GL_TEXTURE_GEN_Q);
2037 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2038 break;
2041 /* Update the texture matrix */
2042 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2043 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2046 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2047 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2048 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2049 * and do all the things linked to it
2050 * TODO: Tidy that up to reload only the arrays of the changed unit
2052 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2054 unloadTexCoords(stateblock);
2055 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2059 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2060 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2061 union {
2062 DWORD d;
2063 float f;
2064 } tmpvalue;
2066 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2067 if(tmpvalue.f != 0.0) {
2068 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2072 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2073 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2074 union {
2075 DWORD d;
2076 float f;
2077 } tmpvalue;
2079 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2080 if(tmpvalue.f != 0.0) {
2081 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2085 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2086 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2088 if(stage >= GL_LIMITS(texture_stages)) {
2089 return;
2092 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2093 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2097 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2098 DWORD sampler = state - STATE_SAMPLER(0);
2099 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2100 union {
2101 float f;
2102 DWORD d;
2103 } tmpvalue;
2105 TRACE("Sampler: %d\n", sampler);
2106 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2107 * only has to bind textures and set the per texture states
2110 if (mapped_stage == -1) {
2111 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2112 return;
2115 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2116 if (mapped_stage >= GL_LIMITS(samplers)) {
2117 return;
2119 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2120 checkGLcall("glActiveTextureARB");
2121 } else if (sampler > 0) {
2122 /* We can't do anything here */
2123 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2124 return;
2127 if(stateblock->textures[sampler]) {
2128 BOOL texIsPow2 = FALSE;
2130 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2131 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2132 * scaling is reapplied or removed, the texture matrix has to be reapplied
2134 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2135 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2136 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2137 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2138 texIsPow2 = TRUE;
2140 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2141 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2142 texIsPow2 = TRUE;
2146 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2147 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2148 context->lastWasPow2Texture[sampler] = texIsPow2;
2152 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2153 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2155 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2156 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2157 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2158 GL_TEXTURE_LOD_BIAS_EXT,
2159 tmpvalue.f);
2160 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2163 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2164 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2165 /* Using a pixel shader? Verify the sampler types */
2167 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2168 * dimensions because the shader knows from which texture type to sample from. For the sake of
2169 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2170 * dimensions. This should make wrong sampling sources visible :-)
2172 glEnable(stateblock->textureDimensions[sampler]);
2173 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2174 } else if(sampler < stateblock->lowest_disabled_stage) {
2175 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2176 activate_dimensions(sampler, stateblock, context);
2179 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2180 /* If color keying is enabled update the alpha test, it depends on the existence
2181 * of a color key in stage 0
2183 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2186 } else if(sampler < GL_LIMITS(texture_stages)) {
2187 if(sampler < stateblock->lowest_disabled_stage) {
2188 /* TODO: What should I do with pixel shaders here ??? */
2189 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2190 activate_dimensions(sampler, stateblock, context);
2192 } /* Otherwise tex_colorop disables the stage */
2193 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2194 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2198 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2199 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2201 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2202 * has an update pending
2204 if(isStateDirty(context, STATE_VDECL) ||
2205 isStateDirty(context, STATE_PIXELSHADER)) {
2206 return;
2209 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2212 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2213 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2214 BOOL use_pshader = use_ps(device);
2215 BOOL use_vshader = use_vs(device);
2216 BOOL update_fog = FALSE;
2217 int i;
2219 if (use_pshader) {
2220 if(!context->last_was_pshader) {
2221 /* Former draw without a pixel shader, some samplers
2222 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2223 * make sure to enable them
2225 for(i=0; i < MAX_SAMPLERS; i++) {
2226 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2227 sampler(STATE_SAMPLER(i), stateblock, context);
2230 update_fog = TRUE;
2231 } else {
2232 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2233 * if a different texture was bound. I don't have to do anything.
2237 /* Compile and bind the shader */
2238 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2239 } else {
2240 /* Disabled the pixel shader - color ops weren't applied
2241 * while it was enabled, so re-apply them.
2243 for(i=0; i < MAX_TEXTURES; i++) {
2244 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2245 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2248 if(context->last_was_pshader)
2249 update_fog = TRUE;
2252 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2253 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2255 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2256 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2260 if(update_fog)
2261 state_fog(state, stateblock, context);
2263 context->last_was_pshader = use_pshader;
2266 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2267 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2269 if(stateblock->pixelShader && stage != 0 &&
2270 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2271 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2272 * anyway
2274 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2275 !isStateDirty(context, STATE_PIXELSHADER)) {
2276 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2280 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2281 if(stage >= GL_LIMITS(texture_stages)) {
2282 WARN("Bump env matrix of unsupported stage set\n");
2283 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2284 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2285 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2287 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2288 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2289 checkGLcall("glTexBumpParameterfvATI");
2291 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2292 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2293 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2294 * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2295 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2296 * for stage + 1. Keep the nvrc tex unit mapping in mind too
2298 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2300 if(mapped_stage < GL_LIMITS(textures)) {
2301 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2302 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2304 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2305 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2306 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)\n");
2311 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2312 /* This function is called by transform_view below if the view matrix was changed too
2314 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2315 * does not always update the world matrix, only on a switch between transformed
2316 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2317 * draw, but that should be rather rare and cheaper in total.
2319 glMatrixMode(GL_MODELVIEW);
2320 checkGLcall("glMatrixMode");
2322 if(context->last_was_rhw) {
2323 glLoadIdentity();
2324 checkGLcall("glLoadIdentity()");
2325 } else {
2326 /* In the general case, the view matrix is the identity matrix */
2327 if (stateblock->wineD3DDevice->view_ident) {
2328 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2329 checkGLcall("glLoadMatrixf");
2330 } else {
2331 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2332 checkGLcall("glLoadMatrixf");
2333 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2334 checkGLcall("glMultMatrixf");
2339 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2340 UINT index = state - STATE_CLIPPLANE(0);
2342 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2343 return;
2346 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2347 glMatrixMode(GL_MODELVIEW);
2348 glPushMatrix();
2349 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2351 TRACE("Clipplane [%f,%f,%f,%f]\n",
2352 stateblock->clipplane[index][0],
2353 stateblock->clipplane[index][1],
2354 stateblock->clipplane[index][2],
2355 stateblock->clipplane[index][3]);
2356 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2357 checkGLcall("glClipPlane");
2359 glPopMatrix();
2362 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2363 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2364 GLenum glMat;
2365 TRACE("Setting world matrix %d\n", matrix);
2367 if(matrix >= GL_LIMITS(blends)) {
2368 WARN("Unsupported blend matrix set\n");
2369 return;
2370 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2371 return;
2374 /* GL_MODELVIEW0_ARB: 0x1700
2375 * GL_MODELVIEW1_ARB: 0x0x850a
2376 * GL_MODELVIEW2_ARB: 0x8722
2377 * GL_MODELVIEW3_ARB: 0x8723
2378 * etc
2379 * GL_MODELVIEW31_ARB: 0x873F
2381 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2382 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2384 glMatrixMode(glMat);
2385 checkGLcall("glMatrixMode(glMat)");
2387 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2388 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2390 if(stateblock->wineD3DDevice->view_ident) {
2391 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2392 checkGLcall("glLoadMatrixf")
2393 } else {
2394 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2395 checkGLcall("glLoadMatrixf")
2396 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2397 checkGLcall("glMultMatrixf")
2401 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2402 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2404 switch(val) {
2405 case WINED3DVBF_1WEIGHTS:
2406 case WINED3DVBF_2WEIGHTS:
2407 case WINED3DVBF_3WEIGHTS:
2408 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2409 glEnable(GL_VERTEX_BLEND_ARB);
2410 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2412 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2413 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2415 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2417 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2418 int i;
2419 for(i = 1; i < GL_LIMITS(blends); i++) {
2420 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2421 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2424 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2426 } else {
2427 /* TODO: Implement vertex blending in drawStridedSlow */
2428 FIXME("Vertex blending enabled, but not supported by hardware\n");
2430 break;
2432 case WINED3DVBF_DISABLE:
2433 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2434 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2435 glDisable(GL_VERTEX_BLEND_ARB);
2436 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2437 } else {
2438 TRACE("Vertex blending disabled\n");
2440 break;
2442 case WINED3DVBF_TWEENING:
2443 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2444 * vertex weights in the vertices?
2445 * For now we don't report that as supported, so a warn should suffice
2447 WARN("Tweening not supported yet\n");
2448 break;
2452 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2453 unsigned int k;
2455 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2456 * NOTE: We have to reset the positions even if the light/plane is not currently
2457 * enabled, since the call to enable it will not reset the position.
2458 * NOTE2: Apparently texture transforms do NOT need reapplying
2461 PLIGHTINFOEL *light = NULL;
2463 glMatrixMode(GL_MODELVIEW);
2464 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2465 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2466 checkGLcall("glLoadMatrixf(...)");
2468 /* Reset lights. TODO: Call light apply func */
2469 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2470 light = stateblock->activeLights[k];
2471 if(!light) continue;
2472 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2473 checkGLcall("glLightfv posn");
2474 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2475 checkGLcall("glLightfv dirn");
2478 /* Reset Clipping Planes */
2479 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2480 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2481 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2485 if(context->last_was_rhw) {
2486 glLoadIdentity();
2487 checkGLcall("glLoadIdentity()");
2488 /* No need to update the world matrix, the identity is fine */
2489 return;
2492 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2493 * No need to do it here if the state is scheduled for update.
2495 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2496 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2499 /* Avoid looping over a number of matrices if the app never used the functionality */
2500 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2501 for(k = 1; k < GL_LIMITS(blends); k++) {
2502 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2503 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2509 static const GLfloat invymat[16] = {
2510 1.0f, 0.0f, 0.0f, 0.0f,
2511 0.0f, -1.0f, 0.0f, 0.0f,
2512 0.0f, 0.0f, 1.0f, 0.0f,
2513 0.0f, 0.0f, 0.0f, 1.0f};
2515 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2516 glMatrixMode(GL_PROJECTION);
2517 checkGLcall("glMatrixMode(GL_PROJECTION)");
2518 glLoadIdentity();
2519 checkGLcall("glLoadIdentity");
2521 if(context->last_was_rhw) {
2522 double X, Y, height, width, minZ, maxZ;
2524 X = stateblock->viewport.X;
2525 Y = stateblock->viewport.Y;
2526 height = stateblock->viewport.Height;
2527 width = stateblock->viewport.Width;
2528 minZ = stateblock->viewport.MinZ;
2529 maxZ = stateblock->viewport.MaxZ;
2531 if(!stateblock->wineD3DDevice->untransformed) {
2532 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2533 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2534 * suppress depth clipping. This can be done because it is an orthogonal projection and
2535 * the Z coordinate does not affect the size of the primitives
2537 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2538 if(stateblock->wineD3DDevice->render_offscreen) {
2539 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2540 } else {
2541 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2543 } else {
2544 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2545 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2546 * unmodified to opengl.
2548 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2549 * replacement shader.
2551 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2552 if(stateblock->wineD3DDevice->render_offscreen) {
2553 glOrtho(X, X + width, -Y, -Y - height, 1.0, -1.0);
2554 } else {
2555 glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
2558 checkGLcall("glOrtho");
2560 /* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */
2561 glTranslatef(0.375, 0.375, 0);
2562 checkGLcall("glTranslatef(0.375, 0.375, 0)");
2563 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2564 * render everything upside down when rendering offscreen. */
2565 if (stateblock->wineD3DDevice->render_offscreen) {
2566 glMultMatrixf(invymat);
2567 checkGLcall("glMultMatrixf(invymat)");
2569 } else {
2570 /* The rule is that the window coordinate 0 does not correspond to the
2571 beginning of the first pixel, but the center of the first pixel.
2572 As a consequence if you want to correctly draw one line exactly from
2573 the left to the right end of the viewport (with all matrices set to
2574 be identity), the x coords of both ends of the line would be not
2575 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2576 instead. */
2577 glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
2578 checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
2580 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2581 * render everything upside down when rendering offscreen. */
2582 if (stateblock->wineD3DDevice->render_offscreen) {
2583 glMultMatrixf(invymat);
2584 checkGLcall("glMultMatrixf(invymat)");
2586 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2587 checkGLcall("glLoadMatrixf");
2591 /* This should match any arrays loaded in loadVertexData.
2592 * stateblock impl is required for GL_SUPPORT
2593 * TODO: Only load / unload arrays if we have to.
2595 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2596 glDisableClientState(GL_VERTEX_ARRAY);
2597 glDisableClientState(GL_NORMAL_ARRAY);
2598 glDisableClientState(GL_COLOR_ARRAY);
2599 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2600 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2602 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2603 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2604 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2605 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2607 unloadTexCoords(stateblock);
2610 /* This should match any arrays loaded in loadNumberedArrays
2611 * TODO: Only load / unload arrays if we have to.
2613 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2614 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2615 GLint maxAttribs;
2616 int i;
2618 /* Leave all the attribs disabled */
2619 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2620 /* MESA does not support it right not */
2621 if (glGetError() != GL_NO_ERROR)
2622 maxAttribs = 16;
2623 for (i = 0; i < maxAttribs; ++i) {
2624 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2625 checkGLcall("glDisableVertexAttribArrayARB(reg);");
2629 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2630 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2631 int i;
2632 UINT *offset = stateblock->streamOffset;
2634 /* Default to no instancing */
2635 stateblock->wineD3DDevice->instancedDraw = FALSE;
2637 for (i = 0; i < MAX_ATTRIBS; i++) {
2639 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2640 continue;
2642 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2643 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2644 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2645 stateblock->wineD3DDevice->instancedDraw = TRUE;
2646 continue;
2649 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2651 if(strided->u.input[i].dwStride) {
2652 if(curVBO != strided->u.input[i].VBO) {
2653 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2654 checkGLcall("glBindBufferARB");
2655 curVBO = strided->u.input[i].VBO;
2657 GL_EXTCALL(glVertexAttribPointerARB(i,
2658 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2659 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2660 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2661 strided->u.input[i].dwStride,
2662 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2663 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2664 } else {
2665 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2666 * set up the attribute statically. But we have to figure out the system memory address.
2668 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2669 if(strided->u.input[i].VBO) {
2670 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2671 ptr += (long) vb->resource.allocatedMemory;
2673 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2675 switch(strided->u.input[i].dwType) {
2676 case WINED3DDECLTYPE_FLOAT1:
2677 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2678 break;
2679 case WINED3DDECLTYPE_FLOAT2:
2680 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2681 break;
2682 case WINED3DDECLTYPE_FLOAT3:
2683 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2684 break;
2685 case WINED3DDECLTYPE_FLOAT4:
2686 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2687 break;
2689 case WINED3DDECLTYPE_UBYTE4:
2690 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2691 break;
2692 case WINED3DDECLTYPE_UBYTE4N:
2693 case WINED3DDECLTYPE_D3DCOLOR:
2694 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2695 break;
2697 case WINED3DDECLTYPE_SHORT2:
2698 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2699 break;
2700 case WINED3DDECLTYPE_SHORT4:
2701 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2702 break;
2704 case WINED3DDECLTYPE_SHORT2N:
2706 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2707 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2708 break;
2710 case WINED3DDECLTYPE_USHORT2N:
2712 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2713 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2714 break;
2716 case WINED3DDECLTYPE_SHORT4N:
2717 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2718 break;
2719 case WINED3DDECLTYPE_USHORT4N:
2720 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2721 break;
2723 case WINED3DDECLTYPE_UDEC3:
2724 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2725 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2726 break;
2727 case WINED3DDECLTYPE_DEC3N:
2728 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2729 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2730 break;
2732 case WINED3DDECLTYPE_FLOAT16_2:
2733 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2734 * byte float according to the IEEE standard
2736 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2737 break;
2738 case WINED3DDECLTYPE_FLOAT16_4:
2739 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2740 break;
2742 case WINED3DDECLTYPE_UNUSED:
2743 default:
2744 ERR("Unexpected declaration in stride 0 attributes\n");
2745 break;
2752 /* Used from 2 different functions, and too big to justify making it inlined */
2753 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2754 UINT *offset = stateblock->streamOffset;
2755 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2757 TRACE("Using fast vertex array code\n");
2759 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2760 stateblock->wineD3DDevice->instancedDraw = FALSE;
2762 /* Blend Data ---------------------------------------------- */
2763 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2764 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2766 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2767 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2768 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2770 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2771 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2773 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2775 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2776 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2777 sd->u.s.blendWeights.dwStride,
2778 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2780 if(curVBO != sd->u.s.blendWeights.VBO) {
2781 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2782 checkGLcall("glBindBufferARB");
2783 curVBO = sd->u.s.blendWeights.VBO;
2786 GL_EXTCALL(glWeightPointerARB)(
2787 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2788 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2789 sd->u.s.blendWeights.dwStride,
2790 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2792 checkGLcall("glWeightPointerARB");
2794 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2795 static BOOL showfixme = TRUE;
2796 if(showfixme){
2797 FIXME("blendMatrixIndices support\n");
2798 showfixme = FALSE;
2801 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2802 /* FIXME("TODO\n");*/
2803 #if 0
2805 GL_EXTCALL(glVertexWeightPointerEXT)(
2806 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2807 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2808 sd->u.s.blendWeights.dwStride,
2809 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2810 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2811 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2812 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2813 #endif
2815 } else {
2816 /* TODO: support blends in drawStridedSlow
2817 * No need to write a FIXME here, this is done after the general vertex decl decoding
2819 WARN("unsupported blending in openGl\n");
2821 } else {
2822 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2823 static const GLbyte one = 1;
2824 GL_EXTCALL(glWeightbvARB(1, &one));
2825 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
2829 #if 0 /* FOG ----------------------------------------------*/
2830 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2831 /* TODO: fog*/
2832 if (GL_SUPPORT(EXT_FOG_COORD) {
2833 glEnableClientState(GL_FOG_COORDINATE_EXT);
2834 (GL_EXTCALL)(FogCoordPointerEXT)(
2835 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2836 sd->u.s.fog.dwStride,
2837 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2838 } else {
2839 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2840 /* FIXME: fixme once */
2841 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
2843 } else {
2844 if (GL_SUPPRT(EXT_FOR_COORD) {
2845 /* make sure fog is disabled */
2846 glDisableClientState(GL_FOG_COORDINATE_EXT);
2849 #endif
2851 #if 0 /* tangents ----------------------------------------------*/
2852 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
2853 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2854 /* TODO: tangents*/
2855 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2856 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
2857 glEnable(GL_TANGENT_ARRAY_EXT);
2858 (GL_EXTCALL)(TangentPointerEXT)(
2859 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
2860 sd->u.s.tangent.dwStride,
2861 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
2862 } else {
2863 glDisable(GL_TANGENT_ARRAY_EXT);
2865 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2866 glEnable(GL_BINORMAL_ARRAY_EXT);
2867 (GL_EXTCALL)(BinormalPointerEXT)(
2868 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
2869 sd->u.s.binormal.dwStride,
2870 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
2871 } else{
2872 glDisable(GL_BINORMAL_ARRAY_EXT);
2875 } else {
2876 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
2877 /* FIXME: fixme once */
2878 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
2880 } else {
2881 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2882 /* make sure fog is disabled */
2883 glDisable(GL_TANGENT_ARRAY_EXT);
2884 glDisable(GL_BINORMAL_ARRAY_EXT);
2887 #endif
2889 /* Point Size ----------------------------------------------*/
2890 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
2892 /* no such functionality in the fixed function GL pipeline */
2893 TRACE("Cannot change ptSize here in openGl\n");
2894 /* TODO: Implement this function in using shaders if they are available */
2898 /* Vertex Pointers -----------------------------------------*/
2899 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
2900 /* Note dwType == float3 or float4 == 2 or 3 */
2901 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
2902 sd->u.s.position.dwStride,
2903 sd->u.s.position.dwType + 1,
2904 sd->u.s.position.lpData));
2906 if(curVBO != sd->u.s.position.VBO) {
2907 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
2908 checkGLcall("glBindBufferARB");
2909 curVBO = sd->u.s.position.VBO;
2912 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
2913 handling for rhw mode should not impact screen position whereas in GL it does.
2914 This may result in very slightly distored textures in rhw mode, but
2915 a very minimal different. There's always the other option of
2916 fixing the view matrix to prevent w from having any effect
2918 This only applies to user pointer sources, in VBOs the vertices are fixed up
2920 if(sd->u.s.position.VBO == 0) {
2921 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
2922 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2923 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2924 } else {
2925 glVertexPointer(
2926 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
2927 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2928 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2930 checkGLcall("glVertexPointer(...)");
2931 glEnableClientState(GL_VERTEX_ARRAY);
2932 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
2935 /* Normals -------------------------------------------------*/
2936 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
2937 /* Note dwType == float3 or float4 == 2 or 3 */
2938 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
2939 sd->u.s.normal.dwStride,
2940 sd->u.s.normal.lpData));
2941 if(curVBO != sd->u.s.normal.VBO) {
2942 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
2943 checkGLcall("glBindBufferARB");
2944 curVBO = sd->u.s.normal.VBO;
2946 glNormalPointer(
2947 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
2948 sd->u.s.normal.dwStride,
2949 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
2950 checkGLcall("glNormalPointer(...)");
2951 glEnableClientState(GL_NORMAL_ARRAY);
2952 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
2954 } else {
2955 glNormal3f(0, 0, 1);
2956 checkGLcall("glNormal3f(0, 0, 1)");
2959 /* Diffuse Colour --------------------------------------------*/
2960 /* WARNING: Data here MUST be in RGBA format, so cannot */
2961 /* go directly into fast mode from app pgm, because */
2962 /* directx requires data in BGRA format. */
2963 /* currently fixupVertices swizels the format, but this isn't */
2964 /* very practical when using VBOS */
2965 /* NOTE: Unless we write a vertex shader to swizel the colour */
2966 /* , or the user doesn't care and wants the speed advantage */
2968 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
2969 /* Note dwType == float3 or float4 == 2 or 3 */
2970 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2971 sd->u.s.diffuse.dwStride,
2972 sd->u.s.diffuse.lpData));
2974 if(curVBO != sd->u.s.diffuse.VBO) {
2975 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
2976 checkGLcall("glBindBufferARB");
2977 curVBO = sd->u.s.diffuse.VBO;
2979 glColorPointer(4, GL_UNSIGNED_BYTE,
2980 sd->u.s.diffuse.dwStride,
2981 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
2982 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
2983 glEnableClientState(GL_COLOR_ARRAY);
2984 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
2986 } else {
2987 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
2988 checkGLcall("glColor4f(1, 1, 1, 1)");
2991 /* Specular Colour ------------------------------------------*/
2992 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
2993 TRACE("setting specular colour\n");
2994 /* Note dwType == float3 or float4 == 2 or 3 */
2995 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2996 sd->u.s.specular.dwStride,
2997 sd->u.s.specular.lpData));
2998 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2999 if(curVBO != sd->u.s.specular.VBO) {
3000 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3001 checkGLcall("glBindBufferARB");
3002 curVBO = sd->u.s.specular.VBO;
3004 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
3005 sd->u.s.specular.dwStride,
3006 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3007 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3008 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3009 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3010 } else {
3012 /* Missing specular color is not critical, no warnings */
3013 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3016 } else {
3017 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3018 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3019 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3020 } else {
3022 /* Missing specular color is not critical, no warnings */
3023 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3027 /* Texture coords -------------------------------------------*/
3028 loadTexCoords(stateblock, sd, &curVBO);
3031 static inline void drawPrimitiveTraceDataLocations(
3032 WineDirect3DVertexStridedData *dataLocations) {
3034 /* Dump out what parts we have supplied */
3035 TRACE("Strided Data:\n");
3036 TRACE_STRIDED((dataLocations), position);
3037 TRACE_STRIDED((dataLocations), blendWeights);
3038 TRACE_STRIDED((dataLocations), blendMatrixIndices);
3039 TRACE_STRIDED((dataLocations), normal);
3040 TRACE_STRIDED((dataLocations), pSize);
3041 TRACE_STRIDED((dataLocations), diffuse);
3042 TRACE_STRIDED((dataLocations), specular);
3043 TRACE_STRIDED((dataLocations), texCoords[0]);
3044 TRACE_STRIDED((dataLocations), texCoords[1]);
3045 TRACE_STRIDED((dataLocations), texCoords[2]);
3046 TRACE_STRIDED((dataLocations), texCoords[3]);
3047 TRACE_STRIDED((dataLocations), texCoords[4]);
3048 TRACE_STRIDED((dataLocations), texCoords[5]);
3049 TRACE_STRIDED((dataLocations), texCoords[6]);
3050 TRACE_STRIDED((dataLocations), texCoords[7]);
3051 TRACE_STRIDED((dataLocations), position2);
3052 TRACE_STRIDED((dataLocations), normal2);
3053 TRACE_STRIDED((dataLocations), tangent);
3054 TRACE_STRIDED((dataLocations), binormal);
3055 TRACE_STRIDED((dataLocations), tessFactor);
3056 TRACE_STRIDED((dataLocations), fog);
3057 TRACE_STRIDED((dataLocations), depth);
3058 TRACE_STRIDED((dataLocations), sample);
3060 return;
3063 /* Helper for vertexdeclaration() */
3064 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3065 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3066 BOOL fixup = FALSE;
3067 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3069 if(device->up_strided) {
3070 /* Note: this is a ddraw fixed-function code path */
3071 TRACE("================ Strided Input ===================\n");
3072 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3074 if(TRACE_ON(d3d)) {
3075 drawPrimitiveTraceDataLocations(dataLocations);
3077 } else if (stateblock->vertexDecl) {
3078 /* Note: This is a fixed function or shader codepath.
3079 * This means it must handle both types of strided data.
3080 * Shaders must go through here to zero the strided data, even if they
3081 * don't set any declaration at all
3083 TRACE("================ Vertex Declaration ===================\n");
3084 memset(dataLocations, 0, sizeof(*dataLocations));
3085 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3086 useVertexShaderFunction, dataLocations, &fixup);
3087 } else {
3088 /* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
3089 * It is reachable through d3d8, but only for fixed-function.
3090 * It will not work properly for shaders.
3092 TRACE("================ FVF ===================\n");
3093 memset(dataLocations, 0, sizeof(*dataLocations));
3094 primitiveConvertToStridedData((IWineD3DDevice *) device, dataLocations, &fixup);
3095 if(TRACE_ON(d3d)) {
3096 drawPrimitiveTraceDataLocations(dataLocations);
3100 if (dataLocations->u.s.position_transformed) {
3101 useVertexShaderFunction = FALSE;
3104 /* Unload the old arrays before loading the new ones to get old junk out */
3105 if(context->numberedArraysLoaded) {
3106 unloadNumberedArrays(stateblock);
3107 context->numberedArraysLoaded = FALSE;
3109 if(context->namedArraysLoaded) {
3110 unloadVertexData(stateblock);
3111 context->namedArraysLoaded = FALSE;
3114 if(useVertexShaderFunction) {
3115 TRACE("Loading numbered arrays\n");
3116 loadNumberedArrays(stateblock, dataLocations);
3117 device->useDrawStridedSlow = FALSE;
3118 context->numberedArraysLoaded = TRUE;
3119 } else if (fixup ||
3120 (dataLocations->u.s.pSize.lpData == NULL &&
3121 dataLocations->u.s.diffuse.lpData == NULL &&
3122 dataLocations->u.s.specular.lpData == NULL)) {
3123 /* Load the vertex data using named arrays */
3124 TRACE("Loading vertex data\n");
3125 loadVertexData(stateblock, dataLocations);
3126 device->useDrawStridedSlow = FALSE;
3127 context->namedArraysLoaded = TRUE;
3128 } else {
3129 TRACE("Not loading vertex data\n");
3130 device->useDrawStridedSlow = TRUE;
3133 /* Generate some fixme's if unsupported functionality is being used */
3134 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3135 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3136 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3137 FIXME("Tweening is only valid with vertex shaders\n");
3139 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3140 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3142 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3143 FIXME("Extended attributes are only valid with vertex shaders\n");
3145 #undef BUFFER_OR_DATA
3148 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3149 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3150 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3151 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3152 BOOL transformed;
3153 /* Some stuff is in the device until we have per context tracking */
3154 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3155 BOOL wasrhw = context->last_was_rhw;
3157 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3158 * here simply check whether a shader was set, or the user disabled shaders
3160 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3161 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3162 useVertexShaderFunction = TRUE;
3164 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3165 updateFog = TRUE;
3167 } else if(context->last_was_foggy_shader) {
3168 updateFog = TRUE;
3171 handleStreams(stateblock, useVertexShaderFunction, context);
3173 transformed = device->strided_streams.u.s.position_transformed;
3174 if (transformed) useVertexShaderFunction = FALSE;
3176 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3177 updateFog = TRUE;
3180 /* Reapply lighting if it is not scheduled for reapplication already */
3181 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3182 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3185 if (transformed) {
3186 context->last_was_rhw = TRUE;
3187 } else {
3189 /* Untransformed, so relies on the view and projection matrices */
3190 context->last_was_rhw = FALSE;
3191 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3192 device->untransformed = TRUE;
3194 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3195 * Not needed as long as only hw shaders are supported
3198 /* This sets the shader output position correction constants.
3199 * TODO: Move to the viewport state
3201 if (useVertexShaderFunction) {
3202 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3206 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3207 * off this function will be called again anyway to make sure they're properly set
3209 if(!useVertexShaderFunction) {
3210 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3211 * or transformed / untransformed was switched
3213 if(wasrhw != context->last_was_rhw &&
3214 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3215 !isStateDirty(context, STATE_VIEWPORT)) {
3216 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3218 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3219 * mode.
3221 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3222 * this check will fail and the matrix not applied again. This is OK because a simple
3223 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3224 * needs of the vertex declaration.
3226 * World and view matrix go into the same gl matrix, so only apply them when neither is
3227 * dirty
3229 if(transformed != wasrhw &&
3230 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3231 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3232 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3235 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3236 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3239 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3240 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3242 } else {
3243 /* We compile the shader here because we need the vertex declaration
3244 * in order to determine if we need to do any swizzling for D3DCOLOR
3245 * registers. If the shader is already compiled this call will do nothing. */
3246 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3248 if(!context->last_was_vshader) {
3249 int i;
3250 static BOOL warned = FALSE;
3251 /* Disable all clip planes to get defined results on all drivers. See comment in the
3252 * state_clipping state handler
3254 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3255 glDisable(GL_CLIP_PLANE0 + i);
3256 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3259 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3260 FIXME("Clipping not supported with vertex shaders\n");
3261 warned = TRUE;
3266 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3267 * application
3269 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3270 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3272 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3273 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3277 context->last_was_vshader = useVertexShaderFunction;
3279 if(updateFog) {
3280 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3284 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3285 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3286 checkGLcall("glDepthRange");
3287 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3289 if(stateblock->wineD3DDevice->render_offscreen) {
3290 glViewport(stateblock->viewport.X,
3291 stateblock->viewport.Y,
3292 stateblock->viewport.Width, stateblock->viewport.Height);
3293 } else {
3294 glViewport(stateblock->viewport.X,
3295 (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3296 stateblock->viewport.Width, stateblock->viewport.Height);
3299 checkGLcall("glViewport");
3301 stateblock->wineD3DDevice->posFixup[2] = 0.9 / stateblock->viewport.Width;
3302 stateblock->wineD3DDevice->posFixup[3] = -0.9 / stateblock->viewport.Height;
3303 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3304 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3309 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3310 UINT Index = state - STATE_ACTIVELIGHT(0);
3311 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3313 if(!lightInfo) {
3314 glDisable(GL_LIGHT0 + Index);
3315 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3316 } else {
3317 float quad_att;
3318 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3320 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3321 glMatrixMode(GL_MODELVIEW);
3322 glPushMatrix();
3323 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3325 /* Diffuse: */
3326 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3327 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3328 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3329 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3330 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3331 checkGLcall("glLightfv");
3333 /* Specular */
3334 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3335 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3336 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3337 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3338 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3339 checkGLcall("glLightfv");
3341 /* Ambient */
3342 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3343 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3344 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3345 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3346 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3347 checkGLcall("glLightfv");
3349 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3350 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3351 } else {
3352 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3355 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3356 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3357 * Attenuation0 to NaN and crashes in the gl lib
3360 switch (lightInfo->OriginalParms.Type) {
3361 case WINED3DLIGHT_POINT:
3362 /* Position */
3363 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3364 checkGLcall("glLightfv");
3365 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3366 checkGLcall("glLightf");
3367 /* Attenuation - Are these right? guessing... */
3368 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3369 checkGLcall("glLightf");
3370 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3371 checkGLcall("glLightf");
3372 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3373 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3374 checkGLcall("glLightf");
3375 /* FIXME: Range */
3376 break;
3378 case WINED3DLIGHT_SPOT:
3379 /* Position */
3380 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3381 checkGLcall("glLightfv");
3382 /* Direction */
3383 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3384 checkGLcall("glLightfv");
3385 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3386 checkGLcall("glLightf");
3387 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3388 checkGLcall("glLightf");
3389 /* Attenuation - Are these right? guessing... */
3390 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3391 checkGLcall("glLightf");
3392 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3393 checkGLcall("glLightf");
3394 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3395 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3396 checkGLcall("glLightf");
3397 /* FIXME: Range */
3398 break;
3400 case WINED3DLIGHT_DIRECTIONAL:
3401 /* Direction */
3402 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3403 checkGLcall("glLightfv");
3404 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3405 checkGLcall("glLightf");
3406 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3407 checkGLcall("glLightf");
3408 break;
3410 default:
3411 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3414 /* Restore the modelview matrix */
3415 glPopMatrix();
3417 glEnable(GL_LIGHT0 + Index);
3418 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3421 return;
3424 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3425 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3426 RECT *pRect = &stateblock->scissorRect;
3427 RECT windowRect;
3428 UINT winHeight;
3430 GetClientRect(swapchain->win_handle, &windowRect);
3431 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3432 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3434 winHeight = windowRect.bottom - windowRect.top;
3435 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3436 pRect->right - pRect->left, pRect->bottom - pRect->top);
3437 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3438 checkGLcall("glScissor");
3441 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3442 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3443 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3444 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3445 } else {
3446 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3447 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3452 const struct StateEntry StateTable[] =
3454 /* State name representative, apply function */
3455 { /* 0, Undefined */ 0, state_undefined },
3456 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3457 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3458 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3459 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3460 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3461 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3462 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3463 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3464 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3465 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3466 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3467 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3468 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3469 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3470 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3471 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3472 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3473 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3474 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3475 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3476 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3477 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3478 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3479 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3480 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3481 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3482 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3483 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3484 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3485 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3486 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3487 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3488 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3489 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3490 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3491 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3492 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3493 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3494 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3495 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3496 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3497 { /* 42, undefined */ 0, state_undefined },
3498 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3499 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3500 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3501 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3502 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3503 { /* 48, WINED3DRS_RANGEFOGENABLE */ 0, state_nogl },
3504 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3505 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3506 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3507 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3508 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3509 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3510 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3511 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3512 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3513 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3514 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3515 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3516 { /* 61, Undefined */ 0, state_undefined },
3517 { /* 62, Undefined */ 0, state_undefined },
3518 { /* 63, Undefined */ 0, state_undefined },
3519 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3520 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3521 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3522 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3523 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3524 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3525 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3526 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3527 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3528 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3529 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3530 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3531 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3532 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3533 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3534 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3535 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3536 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3537 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3538 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3539 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3540 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3541 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3542 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3543 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3544 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3545 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3546 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3547 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3548 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3549 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3550 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3551 { /* 96, Undefined */ 0, state_undefined },
3552 { /* 97, Undefined */ 0, state_undefined },
3553 { /* 98, Undefined */ 0, state_undefined },
3554 { /* 99, Undefined */ 0, state_undefined },
3555 { /*100, Undefined */ 0, state_undefined },
3556 { /*101, Undefined */ 0, state_undefined },
3557 { /*102, Undefined */ 0, state_undefined },
3558 { /*103, Undefined */ 0, state_undefined },
3559 { /*104, Undefined */ 0, state_undefined },
3560 { /*105, Undefined */ 0, state_undefined },
3561 { /*106, Undefined */ 0, state_undefined },
3562 { /*107, Undefined */ 0, state_undefined },
3563 { /*108, Undefined */ 0, state_undefined },
3564 { /*109, Undefined */ 0, state_undefined },
3565 { /*110, Undefined */ 0, state_undefined },
3566 { /*111, Undefined */ 0, state_undefined },
3567 { /*112, Undefined */ 0, state_undefined },
3568 { /*113, Undefined */ 0, state_undefined },
3569 { /*114, Undefined */ 0, state_undefined },
3570 { /*115, Undefined */ 0, state_undefined },
3571 { /*116, Undefined */ 0, state_undefined },
3572 { /*117, Undefined */ 0, state_undefined },
3573 { /*118, Undefined */ 0, state_undefined },
3574 { /*119, Undefined */ 0, state_undefined },
3575 { /*120, Undefined */ 0, state_undefined },
3576 { /*121, Undefined */ 0, state_undefined },
3577 { /*122, Undefined */ 0, state_undefined },
3578 { /*123, Undefined */ 0, state_undefined },
3579 { /*124, Undefined */ 0, state_undefined },
3580 { /*125, Undefined */ 0, state_undefined },
3581 { /*126, Undefined */ 0, state_undefined },
3582 { /*127, Undefined */ 0, state_undefined },
3583 /* Big hole ends */
3584 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3585 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3586 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3587 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3588 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3589 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3590 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3591 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3592 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3593 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3594 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3595 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3596 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3597 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3598 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3599 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3600 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3601 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3602 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3603 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3604 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3605 { /*149, Undefined */ 0, state_undefined },
3606 { /*150, Undefined */ 0, state_undefined },
3607 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
3608 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3609 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3610 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
3611 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3612 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3613 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3614 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3615 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3616 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3617 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3618 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3619 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3620 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3621 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3622 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3623 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3624 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3625 { /*169, Undefined */ 0, state_undefined },
3626 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3627 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3628 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3629 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3630 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3631 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3632 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3633 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3634 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3635 { /*177, undefined */ 0, state_undefined },
3636 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3637 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3638 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3639 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3640 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3641 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3642 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3643 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3644 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3645 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3646 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3647 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3648 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3649 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3650 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3651 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3652 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite },
3653 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3654 { /*196, undefined */ 0, state_undefined },
3655 { /*197, undefined */ 0, state_undefined },
3656 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3657 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3658 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3659 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3660 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3661 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3662 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3663 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3664 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3665 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3666 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3667 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3668 /* Texture stage states */
3669 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3670 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3671 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3672 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3673 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3674 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3675 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3676 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3677 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3678 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3679 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3680 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3681 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3682 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3683 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3684 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3685 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3686 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3687 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3688 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3689 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3690 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3691 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3692 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3693 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3694 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3695 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3696 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3697 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3698 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3699 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3700 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3702 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3703 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3704 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3705 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3706 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3707 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3708 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3709 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3710 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3711 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3712 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3713 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3714 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3715 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3716 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3717 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3718 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3719 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3720 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3721 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3722 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3723 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3724 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3725 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3726 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3727 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3728 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3729 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
3730 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3731 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3732 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3733 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3735 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3736 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3737 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3738 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3739 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3740 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3741 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3742 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3743 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3744 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3745 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3746 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3747 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3748 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3749 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3750 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3751 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3752 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3753 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3754 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3755 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3756 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3757 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3758 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3759 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3760 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3761 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3762 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
3763 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3764 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3765 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3766 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3768 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3769 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3770 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3771 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3772 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3773 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3774 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3775 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3776 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3777 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3778 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3779 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3780 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3781 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3782 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3783 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3784 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3785 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3786 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3787 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3788 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3789 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3790 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3791 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3792 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3793 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3794 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3795 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
3796 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3797 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3798 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3799 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3801 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3802 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3803 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3804 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3805 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3806 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3807 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3808 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3809 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3810 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3811 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3812 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3813 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3814 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3815 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3816 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3817 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3818 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3819 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3820 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3821 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3822 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3823 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3824 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3825 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3826 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3827 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3828 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
3829 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3830 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3831 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3832 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3834 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3835 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3836 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3837 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3838 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3839 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3840 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3841 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3842 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3843 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3844 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3845 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3846 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3847 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3848 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3849 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3850 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3851 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3852 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3853 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3854 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3855 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3856 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3857 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3858 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3859 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3860 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3861 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
3862 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3863 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3864 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3865 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3867 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3868 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3869 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3870 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3871 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3872 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3873 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3874 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3875 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3876 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3877 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3878 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3879 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3880 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3881 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3882 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3883 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3884 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3885 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3886 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3887 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3888 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3889 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3890 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3891 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3892 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3893 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3894 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
3895 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3896 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3897 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3898 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3900 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3901 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3902 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3903 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3904 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3905 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3906 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3907 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3908 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3909 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3910 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3911 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3912 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3913 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3914 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3915 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3916 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3917 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3918 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3919 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3920 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3921 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3922 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3923 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3924 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3925 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3926 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3927 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
3928 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3929 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3930 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3931 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3932 /* Sampler states */
3933 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
3934 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
3935 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
3936 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
3937 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
3938 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
3939 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
3940 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
3941 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
3942 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
3943 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
3944 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
3945 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
3946 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
3947 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
3948 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
3949 /* Pixel shader */
3950 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
3951 /* Transform states follow */
3952 { /* 1, undefined */ 0, state_undefined },
3953 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
3954 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
3955 { /* 4, undefined */ 0, state_undefined },
3956 { /* 5, undefined */ 0, state_undefined },
3957 { /* 6, undefined */ 0, state_undefined },
3958 { /* 7, undefined */ 0, state_undefined },
3959 { /* 8, undefined */ 0, state_undefined },
3960 { /* 9, undefined */ 0, state_undefined },
3961 { /* 10, undefined */ 0, state_undefined },
3962 { /* 11, undefined */ 0, state_undefined },
3963 { /* 12, undefined */ 0, state_undefined },
3964 { /* 13, undefined */ 0, state_undefined },
3965 { /* 14, undefined */ 0, state_undefined },
3966 { /* 15, undefined */ 0, state_undefined },
3967 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3968 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3969 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3970 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3971 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3972 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3973 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3974 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3975 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
3976 { /* 24, undefined */ 0, state_undefined },
3977 { /* 25, undefined */ 0, state_undefined },
3978 { /* 26, undefined */ 0, state_undefined },
3979 { /* 27, undefined */ 0, state_undefined },
3980 { /* 28, undefined */ 0, state_undefined },
3981 { /* 29, undefined */ 0, state_undefined },
3982 { /* 30, undefined */ 0, state_undefined },
3983 { /* 31, undefined */ 0, state_undefined },
3984 { /* 32, undefined */ 0, state_undefined },
3985 { /* 33, undefined */ 0, state_undefined },
3986 { /* 34, undefined */ 0, state_undefined },
3987 { /* 35, undefined */ 0, state_undefined },
3988 { /* 36, undefined */ 0, state_undefined },
3989 { /* 37, undefined */ 0, state_undefined },
3990 { /* 38, undefined */ 0, state_undefined },
3991 { /* 39, undefined */ 0, state_undefined },
3992 { /* 40, undefined */ 0, state_undefined },
3993 { /* 41, undefined */ 0, state_undefined },
3994 { /* 42, undefined */ 0, state_undefined },
3995 { /* 43, undefined */ 0, state_undefined },
3996 { /* 44, undefined */ 0, state_undefined },
3997 { /* 45, undefined */ 0, state_undefined },
3998 { /* 46, undefined */ 0, state_undefined },
3999 { /* 47, undefined */ 0, state_undefined },
4000 { /* 48, undefined */ 0, state_undefined },
4001 { /* 49, undefined */ 0, state_undefined },
4002 { /* 50, undefined */ 0, state_undefined },
4003 { /* 51, undefined */ 0, state_undefined },
4004 { /* 52, undefined */ 0, state_undefined },
4005 { /* 53, undefined */ 0, state_undefined },
4006 { /* 54, undefined */ 0, state_undefined },
4007 { /* 55, undefined */ 0, state_undefined },
4008 { /* 56, undefined */ 0, state_undefined },
4009 { /* 57, undefined */ 0, state_undefined },
4010 { /* 58, undefined */ 0, state_undefined },
4011 { /* 59, undefined */ 0, state_undefined },
4012 { /* 60, undefined */ 0, state_undefined },
4013 { /* 61, undefined */ 0, state_undefined },
4014 { /* 62, undefined */ 0, state_undefined },
4015 { /* 63, undefined */ 0, state_undefined },
4016 { /* 64, undefined */ 0, state_undefined },
4017 { /* 65, undefined */ 0, state_undefined },
4018 { /* 66, undefined */ 0, state_undefined },
4019 { /* 67, undefined */ 0, state_undefined },
4020 { /* 68, undefined */ 0, state_undefined },
4021 { /* 69, undefined */ 0, state_undefined },
4022 { /* 70, undefined */ 0, state_undefined },
4023 { /* 71, undefined */ 0, state_undefined },
4024 { /* 72, undefined */ 0, state_undefined },
4025 { /* 73, undefined */ 0, state_undefined },
4026 { /* 74, undefined */ 0, state_undefined },
4027 { /* 75, undefined */ 0, state_undefined },
4028 { /* 76, undefined */ 0, state_undefined },
4029 { /* 77, undefined */ 0, state_undefined },
4030 { /* 78, undefined */ 0, state_undefined },
4031 { /* 79, undefined */ 0, state_undefined },
4032 { /* 80, undefined */ 0, state_undefined },
4033 { /* 81, undefined */ 0, state_undefined },
4034 { /* 82, undefined */ 0, state_undefined },
4035 { /* 83, undefined */ 0, state_undefined },
4036 { /* 84, undefined */ 0, state_undefined },
4037 { /* 85, undefined */ 0, state_undefined },
4038 { /* 86, undefined */ 0, state_undefined },
4039 { /* 87, undefined */ 0, state_undefined },
4040 { /* 88, undefined */ 0, state_undefined },
4041 { /* 89, undefined */ 0, state_undefined },
4042 { /* 90, undefined */ 0, state_undefined },
4043 { /* 91, undefined */ 0, state_undefined },
4044 { /* 92, undefined */ 0, state_undefined },
4045 { /* 93, undefined */ 0, state_undefined },
4046 { /* 94, undefined */ 0, state_undefined },
4047 { /* 95, undefined */ 0, state_undefined },
4048 { /* 96, undefined */ 0, state_undefined },
4049 { /* 97, undefined */ 0, state_undefined },
4050 { /* 98, undefined */ 0, state_undefined },
4051 { /* 99, undefined */ 0, state_undefined },
4052 { /*100, undefined */ 0, state_undefined },
4053 { /*101, undefined */ 0, state_undefined },
4054 { /*102, undefined */ 0, state_undefined },
4055 { /*103, undefined */ 0, state_undefined },
4056 { /*104, undefined */ 0, state_undefined },
4057 { /*105, undefined */ 0, state_undefined },
4058 { /*106, undefined */ 0, state_undefined },
4059 { /*107, undefined */ 0, state_undefined },
4060 { /*108, undefined */ 0, state_undefined },
4061 { /*109, undefined */ 0, state_undefined },
4062 { /*110, undefined */ 0, state_undefined },
4063 { /*111, undefined */ 0, state_undefined },
4064 { /*112, undefined */ 0, state_undefined },
4065 { /*113, undefined */ 0, state_undefined },
4066 { /*114, undefined */ 0, state_undefined },
4067 { /*115, undefined */ 0, state_undefined },
4068 { /*116, undefined */ 0, state_undefined },
4069 { /*117, undefined */ 0, state_undefined },
4070 { /*118, undefined */ 0, state_undefined },
4071 { /*119, undefined */ 0, state_undefined },
4072 { /*120, undefined */ 0, state_undefined },
4073 { /*121, undefined */ 0, state_undefined },
4074 { /*122, undefined */ 0, state_undefined },
4075 { /*123, undefined */ 0, state_undefined },
4076 { /*124, undefined */ 0, state_undefined },
4077 { /*125, undefined */ 0, state_undefined },
4078 { /*126, undefined */ 0, state_undefined },
4079 { /*127, undefined */ 0, state_undefined },
4080 { /*128, undefined */ 0, state_undefined },
4081 { /*129, undefined */ 0, state_undefined },
4082 { /*130, undefined */ 0, state_undefined },
4083 { /*131, undefined */ 0, state_undefined },
4084 { /*132, undefined */ 0, state_undefined },
4085 { /*133, undefined */ 0, state_undefined },
4086 { /*134, undefined */ 0, state_undefined },
4087 { /*135, undefined */ 0, state_undefined },
4088 { /*136, undefined */ 0, state_undefined },
4089 { /*137, undefined */ 0, state_undefined },
4090 { /*138, undefined */ 0, state_undefined },
4091 { /*139, undefined */ 0, state_undefined },
4092 { /*140, undefined */ 0, state_undefined },
4093 { /*141, undefined */ 0, state_undefined },
4094 { /*142, undefined */ 0, state_undefined },
4095 { /*143, undefined */ 0, state_undefined },
4096 { /*144, undefined */ 0, state_undefined },
4097 { /*145, undefined */ 0, state_undefined },
4098 { /*146, undefined */ 0, state_undefined },
4099 { /*147, undefined */ 0, state_undefined },
4100 { /*148, undefined */ 0, state_undefined },
4101 { /*149, undefined */ 0, state_undefined },
4102 { /*150, undefined */ 0, state_undefined },
4103 { /*151, undefined */ 0, state_undefined },
4104 { /*152, undefined */ 0, state_undefined },
4105 { /*153, undefined */ 0, state_undefined },
4106 { /*154, undefined */ 0, state_undefined },
4107 { /*155, undefined */ 0, state_undefined },
4108 { /*156, undefined */ 0, state_undefined },
4109 { /*157, undefined */ 0, state_undefined },
4110 { /*158, undefined */ 0, state_undefined },
4111 { /*159, undefined */ 0, state_undefined },
4112 { /*160, undefined */ 0, state_undefined },
4113 { /*161, undefined */ 0, state_undefined },
4114 { /*162, undefined */ 0, state_undefined },
4115 { /*163, undefined */ 0, state_undefined },
4116 { /*164, undefined */ 0, state_undefined },
4117 { /*165, undefined */ 0, state_undefined },
4118 { /*166, undefined */ 0, state_undefined },
4119 { /*167, undefined */ 0, state_undefined },
4120 { /*168, undefined */ 0, state_undefined },
4121 { /*169, undefined */ 0, state_undefined },
4122 { /*170, undefined */ 0, state_undefined },
4123 { /*171, undefined */ 0, state_undefined },
4124 { /*172, undefined */ 0, state_undefined },
4125 { /*173, undefined */ 0, state_undefined },
4126 { /*174, undefined */ 0, state_undefined },
4127 { /*175, undefined */ 0, state_undefined },
4128 { /*176, undefined */ 0, state_undefined },
4129 { /*177, undefined */ 0, state_undefined },
4130 { /*178, undefined */ 0, state_undefined },
4131 { /*179, undefined */ 0, state_undefined },
4132 { /*180, undefined */ 0, state_undefined },
4133 { /*181, undefined */ 0, state_undefined },
4134 { /*182, undefined */ 0, state_undefined },
4135 { /*183, undefined */ 0, state_undefined },
4136 { /*184, undefined */ 0, state_undefined },
4137 { /*185, undefined */ 0, state_undefined },
4138 { /*186, undefined */ 0, state_undefined },
4139 { /*187, undefined */ 0, state_undefined },
4140 { /*188, undefined */ 0, state_undefined },
4141 { /*189, undefined */ 0, state_undefined },
4142 { /*190, undefined */ 0, state_undefined },
4143 { /*191, undefined */ 0, state_undefined },
4144 { /*192, undefined */ 0, state_undefined },
4145 { /*193, undefined */ 0, state_undefined },
4146 { /*194, undefined */ 0, state_undefined },
4147 { /*195, undefined */ 0, state_undefined },
4148 { /*196, undefined */ 0, state_undefined },
4149 { /*197, undefined */ 0, state_undefined },
4150 { /*198, undefined */ 0, state_undefined },
4151 { /*199, undefined */ 0, state_undefined },
4152 { /*200, undefined */ 0, state_undefined },
4153 { /*201, undefined */ 0, state_undefined },
4154 { /*202, undefined */ 0, state_undefined },
4155 { /*203, undefined */ 0, state_undefined },
4156 { /*204, undefined */ 0, state_undefined },
4157 { /*205, undefined */ 0, state_undefined },
4158 { /*206, undefined */ 0, state_undefined },
4159 { /*207, undefined */ 0, state_undefined },
4160 { /*208, undefined */ 0, state_undefined },
4161 { /*209, undefined */ 0, state_undefined },
4162 { /*210, undefined */ 0, state_undefined },
4163 { /*211, undefined */ 0, state_undefined },
4164 { /*212, undefined */ 0, state_undefined },
4165 { /*213, undefined */ 0, state_undefined },
4166 { /*214, undefined */ 0, state_undefined },
4167 { /*215, undefined */ 0, state_undefined },
4168 { /*216, undefined */ 0, state_undefined },
4169 { /*217, undefined */ 0, state_undefined },
4170 { /*218, undefined */ 0, state_undefined },
4171 { /*219, undefined */ 0, state_undefined },
4172 { /*220, undefined */ 0, state_undefined },
4173 { /*221, undefined */ 0, state_undefined },
4174 { /*222, undefined */ 0, state_undefined },
4175 { /*223, undefined */ 0, state_undefined },
4176 { /*224, undefined */ 0, state_undefined },
4177 { /*225, undefined */ 0, state_undefined },
4178 { /*226, undefined */ 0, state_undefined },
4179 { /*227, undefined */ 0, state_undefined },
4180 { /*228, undefined */ 0, state_undefined },
4181 { /*229, undefined */ 0, state_undefined },
4182 { /*230, undefined */ 0, state_undefined },
4183 { /*231, undefined */ 0, state_undefined },
4184 { /*232, undefined */ 0, state_undefined },
4185 { /*233, undefined */ 0, state_undefined },
4186 { /*234, undefined */ 0, state_undefined },
4187 { /*235, undefined */ 0, state_undefined },
4188 { /*236, undefined */ 0, state_undefined },
4189 { /*237, undefined */ 0, state_undefined },
4190 { /*238, undefined */ 0, state_undefined },
4191 { /*239, undefined */ 0, state_undefined },
4192 { /*240, undefined */ 0, state_undefined },
4193 { /*241, undefined */ 0, state_undefined },
4194 { /*242, undefined */ 0, state_undefined },
4195 { /*243, undefined */ 0, state_undefined },
4196 { /*244, undefined */ 0, state_undefined },
4197 { /*245, undefined */ 0, state_undefined },
4198 { /*246, undefined */ 0, state_undefined },
4199 { /*247, undefined */ 0, state_undefined },
4200 { /*248, undefined */ 0, state_undefined },
4201 { /*249, undefined */ 0, state_undefined },
4202 { /*250, undefined */ 0, state_undefined },
4203 { /*251, undefined */ 0, state_undefined },
4204 { /*252, undefined */ 0, state_undefined },
4205 { /*253, undefined */ 0, state_undefined },
4206 { /*254, undefined */ 0, state_undefined },
4207 { /*255, undefined */ 0, state_undefined },
4208 /* End huge gap */
4209 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4210 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4211 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4212 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4213 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4214 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4215 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4216 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4217 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4218 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4219 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4220 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4221 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4222 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4223 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4224 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4225 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4226 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4227 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4228 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4229 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4230 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4231 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4232 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4233 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4234 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4235 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4236 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4237 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4238 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4239 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4240 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4241 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4242 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4243 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4244 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4245 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4246 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4247 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4248 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4249 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4250 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4251 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4252 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4253 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4254 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4255 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4256 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4257 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4258 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4259 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4260 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4261 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4262 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4263 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4264 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4265 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4266 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4267 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4268 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4269 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4270 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4271 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4272 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4273 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4274 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4275 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4276 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4277 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4278 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4279 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4280 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4281 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4282 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4283 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4284 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4285 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4286 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4287 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4288 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4289 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4290 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4291 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4292 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4293 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4294 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4295 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4296 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4297 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4298 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4299 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4300 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4301 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4302 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4303 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4304 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4305 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4306 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4307 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4308 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4309 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4310 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4311 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4312 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4313 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4314 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4315 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4316 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4317 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4318 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4319 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4320 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4321 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4322 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4323 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4324 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4325 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4326 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4327 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4328 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4329 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4330 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4331 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4332 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4333 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4334 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4335 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4336 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4337 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4338 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4339 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4340 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4341 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4342 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4343 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4344 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4345 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4346 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4347 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4348 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4349 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4350 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4351 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4352 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4353 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4354 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4355 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4356 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4357 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4358 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4359 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4360 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4361 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4362 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4363 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4364 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4365 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4366 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4367 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4368 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4369 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4370 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4371 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4372 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4373 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4374 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4375 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4376 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4377 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4378 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4379 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4380 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4381 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4382 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4383 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4384 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4385 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4386 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4387 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4388 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4389 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4390 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4391 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4392 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4393 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4394 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4395 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4396 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4397 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4398 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4399 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4400 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4401 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4402 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4403 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4404 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4405 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4406 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4407 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4408 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4409 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4410 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4411 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4412 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4413 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4414 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4415 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4416 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4417 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4418 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4419 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4420 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4421 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4422 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4423 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4424 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4425 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4426 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4427 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4428 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4429 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4430 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4431 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4432 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4433 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4434 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4435 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4436 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4437 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4438 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4439 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4440 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4441 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4442 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4443 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4444 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4445 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4446 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4447 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4448 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4449 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4450 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4451 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4452 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4453 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4454 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4455 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4456 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4457 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4458 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4459 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4460 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4461 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4462 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4463 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4464 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4465 /* Various Vertex states follow */
4466 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4467 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4468 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4469 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4470 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4471 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4472 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4473 /* Lights */
4474 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4475 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4476 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4477 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4478 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4479 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4480 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4481 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4483 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4484 /* Clip planes */
4485 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4486 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4487 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4488 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4489 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4490 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4491 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4492 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4493 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4494 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4495 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4496 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4497 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4498 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4499 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4500 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4501 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4502 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4503 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4504 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4505 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4506 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4507 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4508 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4509 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4510 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4511 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4512 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4513 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4514 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4515 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4516 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },