push b5232b2081a0e20e4bf07d6ded424d0101e4a589
[wine/hacks.git] / dlls / wined3d / state.c
blob77b728e2bcaef4e0914ef59608e63cd55139dba3
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
43 if(STATE_IS_RENDER(state)) {
44 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
46 } else {
47 /* Shouldn't have an unknown type here */
48 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54 * list without causing confusing terminal output. Deliberately no special debug name here
55 * because its undefined.
57 WARN("undefined state %d\n", state);
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
63 switch(Value) {
64 case WINED3DFILL_POINT:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
67 break;
68 case WINED3DFILL_WIREFRAME:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
71 break;
72 case WINED3DFILL_SOLID:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
75 break;
76 default:
77 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
82 BOOL transformed;
84 /* Lighting is not enabled if transformed vertices are drawn
85 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86 * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87 * vertex declaration appplying function calls this function for updating
90 if(isStateDirty(context, STATE_VDECL)) {
91 return;
94 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
98 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99 glEnable(GL_LIGHTING);
100 checkGLcall("glEnable GL_LIGHTING");
101 } else {
102 glDisable(GL_LIGHTING);
103 checkGLcall("glDisable GL_LIGHTING");
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108 /* No z test without depth stencil buffers */
109 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111 checkGLcall("glDisable GL_DEPTH_TEST");
112 return;
115 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116 case WINED3DZB_FALSE:
117 glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
119 break;
120 case WINED3DZB_TRUE:
121 glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
123 break;
124 case WINED3DZB_USEW:
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
128 break;
129 default:
130 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
136 * switch
138 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
139 case WINED3DCULL_NONE:
140 glDisable(GL_CULL_FACE);
141 checkGLcall("glDisable GL_CULL_FACE");
142 break;
143 case WINED3DCULL_CW:
144 glEnable(GL_CULL_FACE);
145 checkGLcall("glEnable GL_CULL_FACE");
146 glCullFace(GL_FRONT);
147 checkGLcall("glCullFace(GL_FRONT)");
148 break;
149 case WINED3DCULL_CCW:
150 glEnable(GL_CULL_FACE);
151 checkGLcall("glEnable GL_CULL_FACE");
152 glCullFace(GL_BACK);
153 checkGLcall("glCullFace(GL_BACK)");
154 break;
155 default:
156 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
160 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
161 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
162 case WINED3DSHADE_FLAT:
163 glShadeModel(GL_FLAT);
164 checkGLcall("glShadeModel(GL_FLAT)");
165 break;
166 case WINED3DSHADE_GOURAUD:
167 glShadeModel(GL_SMOOTH);
168 checkGLcall("glShadeModel(GL_SMOOTH)");
169 break;
170 case WINED3DSHADE_PHONG:
171 FIXME("WINED3DSHADE_PHONG isn't supported\n");
172 break;
173 default:
174 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
178 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
179 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
180 glEnable(GL_DITHER);
181 checkGLcall("glEnable GL_DITHER");
182 } else {
183 glDisable(GL_DITHER);
184 checkGLcall("glDisable GL_DITHER");
188 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
189 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
190 * this has to be merged with ZENABLE and ZFUNC
192 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
193 glDepthMask(1);
194 checkGLcall("glDepthMask(1)");
195 } else {
196 glDepthMask(0);
197 checkGLcall("glDepthMask(0)");
201 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
202 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
204 if(glParm) {
205 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
206 /* There are a few issues with this: First, our inability to
207 * select a proper Z depth, most of the time we're stuck with
208 * D24S8, even if the app selects D32 or D16. There seem to be
209 * some other precision problems which have to be debugged to
210 * make NOTEQUAL and EQUAL work properly
212 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
215 glDepthFunc(glParm);
216 checkGLcall("glDepthFunc");
220 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
221 float col[4];
222 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
224 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
225 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
226 checkGLcall("glLightModel for MODEL_AMBIENT");
229 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
230 int srcBlend = GL_ZERO;
231 int dstBlend = GL_ZERO;
233 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
234 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
235 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
236 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
237 glEnable(GL_BLEND);
238 checkGLcall("glEnable GL_BLEND");
239 } else {
240 glDisable(GL_BLEND);
241 checkGLcall("glDisable GL_BLEND");
242 /* Nothing more to do - get out */
243 return;
246 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
247 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
248 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
249 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
250 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
251 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
252 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
253 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
254 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
255 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
256 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
258 case WINED3DBLEND_SRCALPHASAT :
259 dstBlend = GL_SRC_ALPHA_SATURATE;
260 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
261 break;
263 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
264 * values which are still valid up to d3d9. They should not occur as dest blend values
266 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
267 srcBlend = GL_SRC_ALPHA;
268 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
269 break;
271 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
272 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
273 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
274 break;
276 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
277 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
278 default:
279 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
282 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
283 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
284 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
285 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
286 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
287 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
288 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
289 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
290 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
291 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
292 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
293 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
295 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
296 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
297 break;
299 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
300 dstBlend = GL_SRC_ALPHA;
301 break;
303 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
304 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
305 default:
306 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
310 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
311 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
312 glEnable(GL_LINE_SMOOTH);
313 checkGLcall("glEnable(GL_LINE_SMOOTH)");
314 if(srcBlend != GL_SRC_ALPHA) {
315 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
317 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
318 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
320 } else {
321 glDisable(GL_LINE_SMOOTH);
322 checkGLcall("glDisable(GL_LINE_SMOOTH)");
325 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
326 glBlendFunc(srcBlend, dstBlend);
327 checkGLcall("glBlendFunc");
330 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
331 float col[4];
333 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
334 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
335 GL_EXTCALL(glBlendColor (col[0],col[1],col[2],col[3]));
336 checkGLcall("glBlendColor");
339 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
340 int glParm = 0;
341 float ref;
342 BOOL enable_ckey = FALSE;
344 IWineD3DSurfaceImpl *surf;
346 /* Find out if the texture on the first stage has a ckey set
347 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
348 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
349 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
350 * in case it finds some texture+colorkeyenable combination which needs extra care.
352 if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
353 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
355 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
356 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
357 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
358 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
359 * surface has alpha bits
361 if(fmt->alphaMask == 0x00000000) {
362 enable_ckey = TRUE;
367 if(enable_ckey || context->last_was_ckey) {
368 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
370 context->last_was_ckey = enable_ckey;
372 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
373 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
374 glEnable(GL_ALPHA_TEST);
375 checkGLcall("glEnable GL_ALPHA_TEST");
376 } else {
377 glDisable(GL_ALPHA_TEST);
378 checkGLcall("glDisable GL_ALPHA_TEST");
379 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
380 * enable call
382 return;
385 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
386 glParm = GL_NOTEQUAL;
387 ref = 0.0;
388 } else {
389 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
390 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
392 if(glParm) {
393 glAlphaFunc(glParm, ref);
394 checkGLcall("glAlphaFunc");
398 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
399 DWORD enable = 0xFFFFFFFF;
400 DWORD disable = 0x00000000;
402 if (use_vs(stateblock->wineD3DDevice)) {
403 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
404 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
405 * contitions I got sick of tracking down. The shader state handler disables all clip planes because
406 * of that - don't do anything here and keep them disabled
408 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
409 static BOOL warned = FALSE;
410 if(!warned) {
411 FIXME("Clipping not supported with vertex shaders\n");
412 warned = TRUE;
415 return;
418 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
419 * of already set values
422 /* If enabling / disabling all
423 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
425 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
426 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
427 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
428 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
429 glDisable(GL_DEPTH_CLAMP_NV);
430 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
432 } else {
433 disable = 0xffffffff;
434 enable = 0x00;
435 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
436 glEnable(GL_DEPTH_CLAMP_NV);
437 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
441 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
442 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
443 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
444 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
445 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
446 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
448 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
449 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
450 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
451 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
452 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
453 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
455 /** update clipping status */
456 if (enable) {
457 stateblock->clip_status.ClipUnion = 0;
458 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
459 } else {
460 stateblock->clip_status.ClipUnion = 0;
461 stateblock->clip_status.ClipIntersection = 0;
465 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
466 int glParm = GL_FUNC_ADD;
468 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
469 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
470 return;
473 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
474 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
475 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
476 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
477 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
478 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
479 default:
480 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
483 TRACE("glBlendEquation(%x)\n", glParm);
484 GL_EXTCALL(glBlendEquation(glParm));
485 checkGLcall("glBlendEquation");
488 static void
489 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
490 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
491 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
492 * specular color. This is wrong:
493 * Separate specular color means the specular colour is maintained separately, whereas
494 * single color means it is merged in. However in both cases they are being used to
495 * some extent.
496 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
497 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
498 * running 1.4 yet!
501 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
502 * Instead, we need to setup the FinalCombiner properly.
504 * The default setup for the FinalCombiner is:
506 * <variable> <input> <mapping> <usage>
507 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
508 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
509 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
510 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
511 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
512 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
513 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
515 * That's pretty much fine as it is, except for variable B, which needs to take
516 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
517 * whether WINED3DRS_SPECULARENABLE is enabled or not.
520 TRACE("Setting specular enable state and materials\n");
521 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
522 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
523 checkGLcall("glMaterialfv");
525 if(stateblock->material.Power > 128.0) {
526 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
527 * and 128.0, although in d3d neither -1 nor 129 produce an error. For values > 128 clamp
528 * them, since 128 results in a hardly visible specular highlight, so it should be safe to
529 * to clamp to 128
531 WARN("Material power > 128\n");
532 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.0);
533 } else {
534 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
536 checkGLcall("glMaterialf(GL_SHININESS");
538 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
539 glEnable(GL_COLOR_SUM_EXT);
540 } else {
541 TRACE("Specular colors cannot be enabled in this version of opengl\n");
543 checkGLcall("glEnable(GL_COLOR_SUM)");
545 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
546 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
547 checkGLcall("glFinalCombinerInputNV()");
549 } else {
550 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
552 /* for the case of enabled lighting: */
553 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
554 checkGLcall("glMaterialfv");
556 /* for the case of disabled lighting: */
557 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
558 glDisable(GL_COLOR_SUM_EXT);
559 } else {
560 TRACE("Specular colors cannot be disabled in this version of opengl\n");
562 checkGLcall("glDisable(GL_COLOR_SUM)");
564 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
565 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
566 checkGLcall("glFinalCombinerInputNV()");
570 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
571 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
572 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
573 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
574 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
575 stateblock->material.Specular.b, stateblock->material.Specular.a);
576 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
577 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
579 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
580 checkGLcall("glMaterialfv(GL_AMBIENT)");
581 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
582 checkGLcall("glMaterialfv(GL_DIFFUSE)");
583 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
584 checkGLcall("glMaterialfv(GL_EMISSION)");
587 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
588 unsigned int i;
590 /* Note the texture color applies to all textures whereas
591 * GL_TEXTURE_ENV_COLOR applies to active only
593 float col[4];
594 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
596 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
597 /* And now the default texture color as well */
598 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
599 /* Note the WINED3DRS value applies to all textures, but GL has one
600 * per texture, so apply it now ready to be used!
602 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
603 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
604 checkGLcall("glActiveTextureARB");
605 } else if (i>0) {
606 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
609 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
610 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
612 } else {
613 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
617 static void
618 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
619 #if 0 /* Don't use OpenGL 2.0 calls for now */
620 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
621 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
622 checkGLcall("glStencilFuncSeparate(...)");
623 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
624 checkGLcall("glStencilOpSeparate(...)");
626 else
627 #endif
628 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
629 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
630 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
631 GL_EXTCALL(glActiveStencilFaceEXT(face));
632 checkGLcall("glActiveStencilFaceEXT(...)");
633 glStencilFunc(func, ref, mask);
634 checkGLcall("glStencilFunc(...)");
635 glStencilOp(stencilFail, depthFail, stencilPass);
636 checkGLcall("glStencilOp(...)");
637 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
638 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
639 checkGLcall("glStencilFuncSeparateATI(...)");
640 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
641 checkGLcall("glStencilOpSeparateATI(...)");
642 } else {
643 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
647 static void
648 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
649 DWORD onesided_enable = FALSE;
650 DWORD twosided_enable = FALSE;
651 GLint func = GL_ALWAYS;
652 GLint func_ccw = GL_ALWAYS;
653 GLint ref = 0;
654 GLuint mask = 0;
655 GLint stencilFail = GL_KEEP;
656 GLint depthFail = GL_KEEP;
657 GLint stencilPass = GL_KEEP;
658 GLint stencilFail_ccw = GL_KEEP;
659 GLint depthFail_ccw = GL_KEEP;
660 GLint stencilPass_ccw = GL_KEEP;
662 /* No stencil test without a stencil buffer */
663 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
664 glDisable(GL_STENCIL_TEST);
665 checkGLcall("glDisable GL_STENCIL_TEST");
666 return;
669 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
670 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
671 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
672 func = GL_ALWAYS;
673 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
674 func_ccw = GL_ALWAYS;
675 ref = stateblock->renderState[WINED3DRS_STENCILREF];
676 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
677 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
678 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
679 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
680 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
681 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
682 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
684 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
685 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
686 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
687 onesided_enable, twosided_enable, ref, mask,
688 func, stencilFail, depthFail, stencilPass,
689 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
691 if (twosided_enable && onesided_enable) {
692 glEnable(GL_STENCIL_TEST);
693 checkGLcall("glEnable GL_STENCIL_TEST");
695 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
696 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
697 } else if(onesided_enable) {
698 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
699 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
700 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
703 glEnable(GL_STENCIL_TEST);
704 checkGLcall("glEnable GL_STENCIL_TEST");
705 glStencilFunc(func, ref, mask);
706 checkGLcall("glStencilFunc(...)");
707 glStencilOp(stencilFail, depthFail, stencilPass);
708 checkGLcall("glStencilOp(...)");
709 } else {
710 glDisable(GL_STENCIL_TEST);
711 checkGLcall("glDisable GL_STENCIL_TEST");
715 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
716 DWORD mask;
718 if(stateblock->wineD3DDevice->stencilBufferTarget) {
719 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
720 } else {
721 mask = 0;
724 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
725 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
726 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
727 glStencilMask(mask);
728 checkGLcall("glStencilMask");
729 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
730 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
731 glStencilMask(mask);
732 } else {
733 glStencilMask(mask);
735 checkGLcall("glStencilMask");
738 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
739 /* TODO: Put this into the vertex type block once that is in the state table */
740 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
741 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
742 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
743 float fogstart, fogend;
745 union {
746 DWORD d;
747 float f;
748 } tmpvalue;
750 if (!fogenable) {
751 /* No fog? Disable it, and we're done :-) */
752 glDisable(GL_FOG);
753 checkGLcall("glDisable GL_FOG");
754 if( use_ps(stateblock->wineD3DDevice)
755 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
756 /* disable fog in the pixel shader
757 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
758 * -1/(e-s) and e/(e-s) respectively.
760 glFogf(GL_FOG_START, 0.0f);
761 checkGLcall("glFogf(GL_FOG_START, fogstart");
762 glFogf(GL_FOG_END, 1.0f);
763 checkGLcall("glFogf(GL_FOG_END, fogend");
765 return;
768 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
769 fogstart = tmpvalue.f;
770 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
771 fogend = tmpvalue.f;
773 /* Fog Rules:
775 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
776 * It can use the Z value of the vertex, or the alpha component of the specular color.
777 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
778 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
779 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
781 * FOGTABLEMODE != NONE:
782 * The Z value is used, with the equation specified, no matter what vertex type.
784 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
785 * Per vertex fog is calculated using the specified fog equation and the parameters
787 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
788 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
789 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
792 * Rules for vertex fog with shaders:
794 * When mixing fixed function functionality with the programmable pipeline, D3D expects
795 * the fog computation to happen during transformation while openGL expects it to happen
796 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
797 * the pixel shader while openGL always expects the pixel shader to handle the blending.
798 * To solve this problem, WineD3D does:
799 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
800 * shader,
801 * and 2) disables the fog computation (in either the fixed function or programmable
802 * rasterizer) if using a vertex program.
805 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
806 * without shaders).
809 if( is_ps3 ) {
810 if( !use_vs(stateblock->wineD3DDevice)
811 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
812 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
816 if (use_vs(stateblock->wineD3DDevice)
817 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
818 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
819 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
820 /* Disable fog */
821 fogenable = FALSE;
822 } else {
823 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
824 glFogi(GL_FOG_MODE, GL_LINEAR);
825 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
826 fogstart = 1.0;
827 fogend = 0.0;
830 if(GL_SUPPORT(EXT_FOG_COORD) && context->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");
833 context->fog_coord = FALSE;
835 context->last_was_foggy_shader = TRUE;
837 else if( use_ps(stateblock->wineD3DDevice) ) {
838 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
839 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
841 WINED3DFOGMODE mode;
842 context->last_was_foggy_shader = FALSE;
844 /* If both fogmodes are set use the table fog mode */
845 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
846 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
847 else
848 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
850 switch (mode) {
851 case WINED3DFOG_EXP:
852 case WINED3DFOG_EXP2:
853 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
854 /* Disable fog */
855 fogenable = FALSE;
856 break;
858 case WINED3DFOG_LINEAR:
859 fogstart = -1.0f/(fogend-fogstart);
860 fogend *= -fogstart;
861 break;
863 case WINED3DFOG_NONE:
864 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
865 /* Disable fog */
866 fogenable = FALSE;
867 break;
868 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
871 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
872 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
873 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
874 context->fog_coord = FALSE;
877 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
878 * the system will apply only pixel(=table) fog effects."
880 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
881 glHint(GL_FOG_HINT, GL_FASTEST);
882 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
883 context->last_was_foggy_shader = FALSE;
885 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
886 /* If processed vertices are used, fall through to the NONE case */
887 case WINED3DFOG_EXP: {
888 if(!context->last_was_rhw) {
889 glFogi(GL_FOG_MODE, GL_EXP);
890 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
891 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
892 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
893 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
894 context->fog_coord = FALSE;
896 break;
899 case WINED3DFOG_EXP2: {
900 if(!context->last_was_rhw) {
901 glFogi(GL_FOG_MODE, GL_EXP2);
902 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
903 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
904 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
905 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
906 context->fog_coord = FALSE;
908 break;
911 case WINED3DFOG_LINEAR: {
912 if(!context->last_was_rhw) {
913 glFogi(GL_FOG_MODE, GL_LINEAR);
914 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
915 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
916 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
917 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
918 context->fog_coord = FALSE;
920 break;
923 case WINED3DFOG_NONE: {
924 /* Both are none? According to msdn the alpha channel of the specular
925 * color contains a fog factor. Set it in drawStridedSlow.
926 * Same happens with Vertexfog on transformed vertices
928 if(GL_SUPPORT(EXT_FOG_COORD)) {
929 if(context->fog_coord == FALSE) {
930 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
931 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
932 context->fog_coord = TRUE;
934 glFogi(GL_FOG_MODE, GL_LINEAR);
935 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
936 fogstart = 0xff;
937 fogend = 0x0;
938 } else {
939 /* Disable GL fog, handle this in software in drawStridedSlow */
940 fogenable = FALSE;
942 break;
944 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
946 } else {
947 glHint(GL_FOG_HINT, GL_NICEST);
948 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
949 context->last_was_foggy_shader = FALSE;
951 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
952 case WINED3DFOG_EXP:
953 glFogi(GL_FOG_MODE, GL_EXP);
954 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
955 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
956 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
957 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
958 context->fog_coord = FALSE;
960 break;
962 case WINED3DFOG_EXP2:
963 glFogi(GL_FOG_MODE, GL_EXP2);
964 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
965 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
966 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
967 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
968 context->fog_coord = FALSE;
970 break;
972 case WINED3DFOG_LINEAR:
973 glFogi(GL_FOG_MODE, GL_LINEAR);
974 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
975 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
976 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
977 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
978 context->fog_coord = FALSE;
980 break;
982 case WINED3DFOG_NONE: /* Won't happen */
983 default:
984 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
988 if(fogenable) {
989 glEnable(GL_FOG);
990 checkGLcall("glEnable GL_FOG");
992 if(fogstart != fogend)
994 glFogfv(GL_FOG_START, &fogstart);
995 checkGLcall("glFogf(GL_FOG_START, fogstart");
996 TRACE("Fog Start == %f\n", fogstart);
998 glFogfv(GL_FOG_END, &fogend);
999 checkGLcall("glFogf(GL_FOG_END, fogend");
1000 TRACE("Fog End == %f\n", fogend);
1002 else
1004 glFogf(GL_FOG_START, -1.0 / 0.0);
1005 checkGLcall("glFogf(GL_FOG_START, fogstart");
1006 TRACE("Fog Start == %f\n", fogstart);
1008 glFogf(GL_FOG_END, 0.0);
1009 checkGLcall("glFogf(GL_FOG_END, fogend");
1010 TRACE("Fog End == %f\n", fogend);
1012 } else {
1013 glDisable(GL_FOG);
1014 checkGLcall("glDisable GL_FOG");
1015 if( use_ps(stateblock->wineD3DDevice) ) {
1016 /* disable fog in the pixel shader
1017 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1018 * -1/(e-s) and e/(e-s) respectively.
1020 glFogf(GL_FOG_START, 0.0f);
1021 checkGLcall("glFogf(GL_FOG_START, fogstart");
1022 glFogf(GL_FOG_END, 1.0f);
1023 checkGLcall("glFogf(GL_FOG_END, fogend");
1028 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1029 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1030 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1031 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1032 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1033 } else {
1034 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1036 } else {
1037 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1038 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1039 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1044 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1045 float col[4];
1046 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1047 glFogfv(GL_FOG_COLOR, &col[0]);
1048 checkGLcall("glFog GL_FOG_COLOR");
1051 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1052 union {
1053 DWORD d;
1054 float f;
1055 } tmpvalue;
1056 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1057 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1058 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1061 /* TODO: Merge with primitive type + init_materials()!! */
1062 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1063 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
1064 GLenum Parm = 0;
1065 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1066 BOOL isDiffuseSupplied;
1068 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1069 * The vertex declaration will call this function if the fixed function pipeline is used.
1072 if(isStateDirty(context, STATE_VDECL)) {
1073 return;
1076 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1078 context->num_untracked_materials = 0;
1079 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1080 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1081 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1082 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1083 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1084 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1086 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1087 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1088 Parm = GL_AMBIENT_AND_DIFFUSE;
1089 } else {
1090 Parm = GL_DIFFUSE;
1092 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1093 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1094 context->num_untracked_materials++;
1096 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1097 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1098 context->num_untracked_materials++;
1100 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1101 Parm = GL_AMBIENT;
1102 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1103 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1104 context->num_untracked_materials++;
1106 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1107 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1108 context->num_untracked_materials++;
1110 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1111 Parm = GL_EMISSION;
1112 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1113 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1114 context->num_untracked_materials++;
1116 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1117 Parm = GL_SPECULAR;
1121 /* Nothing changed, return. */
1122 if (Parm == context->tracking_parm) return;
1124 if(!Parm) {
1125 glDisable(GL_COLOR_MATERIAL);
1126 checkGLcall("glDisable GL_COLOR_MATERIAL");
1127 } else {
1128 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1129 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1130 glEnable(GL_COLOR_MATERIAL);
1131 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1134 /* Apparently calls to glMaterialfv are ignored for properties we're
1135 * tracking with glColorMaterial, so apply those here. */
1136 switch (context->tracking_parm) {
1137 case GL_AMBIENT_AND_DIFFUSE:
1138 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1139 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1140 checkGLcall("glMaterialfv");
1141 break;
1143 case GL_DIFFUSE:
1144 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1145 checkGLcall("glMaterialfv");
1146 break;
1148 case GL_AMBIENT:
1149 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1150 checkGLcall("glMaterialfv");
1151 break;
1153 case GL_EMISSION:
1154 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1155 checkGLcall("glMaterialfv");
1156 break;
1158 case GL_SPECULAR:
1159 /* Only change material color if specular is enabled, otherwise it is set to black */
1160 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1161 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1162 checkGLcall("glMaterialfv");
1163 } else {
1164 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1165 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1166 checkGLcall("glMaterialfv");
1168 break;
1171 context->tracking_parm = Parm;
1174 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1175 union {
1176 DWORD d;
1177 WINED3DLINEPATTERN lp;
1178 } tmppattern;
1179 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1181 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1183 if (tmppattern.lp.wRepeatFactor) {
1184 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1185 checkGLcall("glLineStipple(repeat, linepattern)");
1186 glEnable(GL_LINE_STIPPLE);
1187 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1188 } else {
1189 glDisable(GL_LINE_STIPPLE);
1190 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1194 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1195 union {
1196 DWORD d;
1197 float f;
1198 } tmpvalue;
1200 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1201 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1202 TRACE("ZBias value %f\n", tmpvalue.f);
1203 glPolygonOffset(0, -tmpvalue.f);
1204 checkGLcall("glPolygonOffset(0, -Value)");
1205 glEnable(GL_POLYGON_OFFSET_FILL);
1206 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1207 glEnable(GL_POLYGON_OFFSET_LINE);
1208 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1209 glEnable(GL_POLYGON_OFFSET_POINT);
1210 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1211 } else {
1212 glDisable(GL_POLYGON_OFFSET_FILL);
1213 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1214 glDisable(GL_POLYGON_OFFSET_LINE);
1215 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1216 glDisable(GL_POLYGON_OFFSET_POINT);
1217 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1222 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1223 if(isStateDirty(context, STATE_VDECL)) {
1224 return;
1226 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1227 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1228 * by zero and is not properly defined in opengl, so avoid it
1230 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1231 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1232 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1233 glEnable(GL_NORMALIZE);
1234 checkGLcall("glEnable(GL_NORMALIZE);");
1235 } else {
1236 glDisable(GL_NORMALIZE);
1237 checkGLcall("glDisable(GL_NORMALIZE);");
1241 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1242 union {
1243 DWORD d;
1244 float f;
1245 } tmpvalue;
1247 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1248 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1249 TRACE("Set point size to %f\n", tmpvalue.f);
1250 glPointSize(tmpvalue.f);
1251 checkGLcall("glPointSize(...);");
1254 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1255 union {
1256 DWORD d;
1257 float f;
1258 } tmpvalue;
1260 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1261 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1262 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1263 checkGLcall("glPointParameterfARB(...");
1265 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1266 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1267 checkGLcall("glPointParameterfEXT(...);");
1268 } else if(tmpvalue.f != 1.0) {
1269 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1273 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1274 union {
1275 DWORD d;
1276 float f;
1277 } tmpvalue;
1279 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1280 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1281 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1282 checkGLcall("glPointParameterfARB(...");
1284 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1285 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1286 checkGLcall("glPointParameterfEXT(...);");
1287 } else if(tmpvalue.f != 64.0) {
1288 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1292 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1293 /* TODO: Group this with the viewport */
1295 * POINTSCALEENABLE controls how point size value is treated. If set to
1296 * true, the point size is scaled with respect to height of viewport.
1297 * When set to false point size is in pixels.
1299 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1302 /* Default values */
1303 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1306 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1307 * This means that OpenGL will clamp really small point sizes to 1.0f.
1308 * To correct for this we need to multiply by the scale factor when sizes
1309 * are less than 1.0f. scale_factor = 1.0f / point_size.
1311 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1312 if(pointSize > 0.0f) {
1313 GLfloat scaleFactor;
1315 if(pointSize < 1.0f) {
1316 scaleFactor = pointSize * pointSize;
1317 } else {
1318 scaleFactor = 1.0f;
1321 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1322 att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1323 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1324 att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1325 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1326 att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1327 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1331 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1332 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1333 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1335 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1336 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1337 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1338 } else {
1339 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1343 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1344 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1346 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1347 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1348 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1349 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1350 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1351 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1352 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1353 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1354 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1355 checkGLcall("glColorMask(...)");
1357 /* depends on WINED3DRS_COLORWRITEENABLE. */
1358 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1359 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1360 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1361 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1362 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1363 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1364 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1368 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1369 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1370 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1371 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1372 } else {
1373 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1374 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1378 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1379 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1380 TRACE("Last Pixel Drawing Enabled\n");
1381 } else {
1382 static BOOL first = TRUE;
1383 if(first) {
1384 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1385 first = FALSE;
1386 } else {
1387 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1392 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1393 /* TODO: NV_POINT_SPRITE */
1394 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1395 TRACE("Point sprites not supported\n");
1396 return;
1399 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1400 glEnable(GL_POINT_SPRITE_ARB);
1401 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)\n");
1402 } else {
1403 glDisable(GL_POINT_SPRITE_ARB);
1404 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)\n");
1408 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1410 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1411 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1412 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1413 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1414 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1416 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1418 TRACE("Stub\n");
1419 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1420 stateblock->renderState[WINED3DRS_WRAP1] ||
1421 stateblock->renderState[WINED3DRS_WRAP2] ||
1422 stateblock->renderState[WINED3DRS_WRAP3] ||
1423 stateblock->renderState[WINED3DRS_WRAP4] ||
1424 stateblock->renderState[WINED3DRS_WRAP5] ||
1425 stateblock->renderState[WINED3DRS_WRAP6] ||
1426 stateblock->renderState[WINED3DRS_WRAP7] ||
1427 stateblock->renderState[WINED3DRS_WRAP8] ||
1428 stateblock->renderState[WINED3DRS_WRAP9] ||
1429 stateblock->renderState[WINED3DRS_WRAP10] ||
1430 stateblock->renderState[WINED3DRS_WRAP11] ||
1431 stateblock->renderState[WINED3DRS_WRAP12] ||
1432 stateblock->renderState[WINED3DRS_WRAP13] ||
1433 stateblock->renderState[WINED3DRS_WRAP14] ||
1434 stateblock->renderState[WINED3DRS_WRAP15] ) {
1435 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1439 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1440 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1441 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1442 glEnable(GL_MULTISAMPLE_ARB);
1443 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1444 } else {
1445 glDisable(GL_MULTISAMPLE_ARB);
1446 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1448 } else {
1449 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1450 WARN("Multisample antialiasing not supported by gl\n");
1455 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1456 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1457 glEnable(GL_SCISSOR_TEST);
1458 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1459 } else {
1460 glDisable(GL_SCISSOR_TEST);
1461 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1465 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1466 union {
1467 DWORD d;
1468 float f;
1469 } tmpvalue;
1471 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1472 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1473 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1474 glEnable(GL_POLYGON_OFFSET_FILL);
1475 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1476 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1477 checkGLcall("glPolygonOffset(...)");
1478 } else {
1479 glDisable(GL_POLYGON_OFFSET_FILL);
1480 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1484 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1485 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1486 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1487 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1488 } else {
1489 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1490 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1494 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1495 TRACE("Stub\n");
1496 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1497 FIXME(" Stippled Alpha not supported yet.\n");
1500 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1501 TRACE("Stub\n");
1502 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1503 FIXME(" Antialias not supported yet.\n");
1506 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1507 TRACE("Stub\n");
1508 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1509 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1512 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1513 TRACE("Stub\n");
1514 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1515 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1518 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1519 union {
1520 DWORD d;
1521 float f;
1522 } tmpvalue;
1523 tmpvalue.f = 1.0f;
1525 TRACE("Stub\n");
1526 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1528 static BOOL displayed = FALSE;
1530 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1531 if(!displayed)
1532 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1534 displayed = TRUE;
1538 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1539 TRACE("Stub\n");
1540 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1541 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1544 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1545 TRACE("Stub\n");
1546 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1547 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1550 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1551 TRACE("Stub\n");
1552 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1553 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1557 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1558 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1559 FIXME("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1562 static void state_separateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1563 TRACE("Stub\n");
1564 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1565 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1568 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1569 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1570 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1574 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1575 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1576 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1580 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1581 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1582 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1586 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1587 if(stateblock->renderState[WINED3DRS_ROP2]) {
1588 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1592 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1593 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1594 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1598 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1599 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1600 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1604 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1605 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1606 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1610 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1611 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1612 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1616 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1617 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1618 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1622 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1623 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1624 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1628 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1629 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1630 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1634 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1635 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1636 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1640 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1641 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1642 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1646 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1647 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1648 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1652 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1653 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1654 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1658 /* Activates the texture dimension according to the bound D3D texture.
1659 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1660 * Requires the caller to activate the correct unit before
1662 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1663 BOOL bumpmap = FALSE;
1665 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1666 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1667 bumpmap = TRUE;
1668 context->texShaderBumpMap |= (1 << stage);
1669 } else {
1670 context->texShaderBumpMap &= ~(1 << stage);
1673 if(stateblock->textures[stage]) {
1674 switch(stateblock->textureDimensions[stage]) {
1675 case GL_TEXTURE_2D:
1676 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1677 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1678 } else {
1679 glDisable(GL_TEXTURE_3D);
1680 checkGLcall("glDisable(GL_TEXTURE_3D)");
1681 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1682 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1683 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1685 glEnable(GL_TEXTURE_2D);
1686 checkGLcall("glEnable(GL_TEXTURE_2D)");
1688 break;
1689 case GL_TEXTURE_3D:
1690 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1691 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1692 } else {
1693 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1694 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1695 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1697 glDisable(GL_TEXTURE_2D);
1698 checkGLcall("glDisable(GL_TEXTURE_2D)");
1699 glEnable(GL_TEXTURE_3D);
1700 checkGLcall("glEnable(GL_TEXTURE_3D)");
1702 break;
1703 case GL_TEXTURE_CUBE_MAP_ARB:
1704 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1705 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1706 } else {
1707 glDisable(GL_TEXTURE_2D);
1708 checkGLcall("glDisable(GL_TEXTURE_2D)");
1709 glDisable(GL_TEXTURE_3D);
1710 checkGLcall("glDisable(GL_TEXTURE_3D)");
1711 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1712 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1714 break;
1716 } else {
1717 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1718 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1719 } else {
1720 glEnable(GL_TEXTURE_2D);
1721 checkGLcall("glEnable(GL_TEXTURE_2D)");
1722 glDisable(GL_TEXTURE_3D);
1723 checkGLcall("glDisable(GL_TEXTURE_3D)");
1724 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1725 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1726 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1728 /* Binding textures is done by samplers. A dummy texture will be bound */
1733 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1734 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1735 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1736 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1738 TRACE("Setting color op for stage %d\n", stage);
1740 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1741 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1742 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1743 return;
1746 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1748 if (mapped_stage != -1) {
1749 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1750 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1751 FIXME("Attempt to enable unsupported stage!\n");
1752 return;
1754 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1755 checkGLcall("glActiveTextureARB");
1756 } else if (stage > 0) {
1757 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1758 return;
1762 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1763 if(stateblock->lowest_disabled_stage > 0) {
1764 glEnable(GL_REGISTER_COMBINERS_NV);
1765 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1766 } else {
1767 glDisable(GL_REGISTER_COMBINERS_NV);
1770 if(stage >= stateblock->lowest_disabled_stage) {
1771 TRACE("Stage disabled\n");
1772 if (mapped_stage != -1) {
1773 /* Disable everything here */
1774 glDisable(GL_TEXTURE_2D);
1775 checkGLcall("glDisable(GL_TEXTURE_2D)");
1776 glDisable(GL_TEXTURE_3D);
1777 checkGLcall("glDisable(GL_TEXTURE_3D)");
1778 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1779 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1780 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1782 if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1783 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1786 /* All done */
1787 return;
1790 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1791 * if the sampler for this stage is dirty
1793 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1794 if (tex_used) activate_dimensions(stage, stateblock, context);
1797 /* Set the texture combiners */
1798 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1799 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1800 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1801 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1802 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1803 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1804 mapped_stage);
1806 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1807 * thus the texture shader may have to be updated
1809 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1810 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1811 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1812 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1813 if(usesBump != usedBump) {
1814 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1815 checkGLcall("glActiveTextureARB");
1816 activate_dimensions(stage + 1, stateblock, context);
1817 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1818 checkGLcall("glActiveTextureARB");
1821 } else {
1822 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1823 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1824 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1825 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1826 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1830 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1831 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1832 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1833 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1834 DWORD op, arg1, arg2, arg0;
1836 TRACE("Setting alpha op for stage %d\n", stage);
1837 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1838 if (mapped_stage != -1) {
1839 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1840 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1841 FIXME("Attempt to enable unsupported stage!\n");
1842 return;
1844 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1845 checkGLcall("glActiveTextureARB");
1846 } else if (stage > 0) {
1847 /* We can't do anything here */
1848 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1849 return;
1853 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1854 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1855 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1856 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1858 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1859 stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1860 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1862 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1863 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1865 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1866 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1867 * cannot remove the texture's alpha channel entirely.
1869 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1870 * on color keyed surfaces.
1872 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1874 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1875 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1876 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1880 TRACE("Setting alpha op for stage %d\n", stage);
1881 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1882 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1883 op, arg1, arg2, arg0,
1884 mapped_stage);
1885 } else {
1886 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1887 op, arg1, arg2, arg0);
1891 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1892 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1893 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1895 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
1896 if(stateblock->vertexShader ||
1897 isStateDirty(context, STATE_VDECL)) {
1898 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
1899 return;
1902 if (mapped_stage < 0) return;
1904 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1905 if(mapped_stage >= GL_LIMITS(textures)) {
1906 return;
1908 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1909 checkGLcall("glActiveTextureARB");
1910 } else if (mapped_stage > 0) {
1911 /* We can't do anything here */
1912 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1913 return;
1916 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1917 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1918 (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU,
1919 context->last_was_rhw,
1920 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
1921 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
1922 WINED3DDECLTYPE_UNUSED);
1926 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
1927 int texture_idx;
1929 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
1930 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
1931 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1935 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
1936 UINT *offset = stateblock->streamOffset;
1937 unsigned int mapped_stage = 0;
1938 unsigned int textureNo = 0;
1940 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
1941 /* Abort if we don't support the extension. */
1942 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
1943 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1944 return;
1947 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
1948 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
1950 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
1951 if (mapped_stage == -1) continue;
1953 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
1954 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
1955 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
1957 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
1958 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
1959 checkGLcall("glBindBufferARB");
1960 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
1963 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1964 checkGLcall("glClientActiveTextureARB");
1966 /* The coords to supply depend completely on the fvf / vertex shader */
1967 glTexCoordPointer(
1968 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
1969 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
1970 sd->u.s.texCoords[coordIdx].dwStride,
1971 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
1972 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1973 } else {
1974 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
1977 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1978 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
1979 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
1980 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
1985 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1986 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1987 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1989 if (mapped_stage == -1) {
1990 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1991 return;
1994 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1995 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
1996 return;
1998 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1999 checkGLcall("glActiveTextureARB");
2000 } else if (stage > 0) {
2001 /* We can't do anything here */
2002 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2003 return;
2006 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
2008 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
2009 * one flag, you can still specify an index value, which the system uses to
2010 * determine the texture wrapping mode.
2011 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
2012 * means use the vertex position (camera-space) as the input texture coordinates
2013 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
2014 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
2015 * to the TEXCOORDINDEX value
2019 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
2021 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
2022 case WINED3DTSS_TCI_PASSTHRU:
2023 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
2024 glDisable(GL_TEXTURE_GEN_S);
2025 glDisable(GL_TEXTURE_GEN_T);
2026 glDisable(GL_TEXTURE_GEN_R);
2027 glDisable(GL_TEXTURE_GEN_Q);
2028 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
2029 break;
2031 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
2032 /* CameraSpacePosition means use the vertex position, transformed to camera space,
2033 * as the input texture coordinates for this stage's texture transformation. This
2034 * equates roughly to EYE_LINEAR
2037 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2038 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2039 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2040 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2041 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
2043 glMatrixMode(GL_MODELVIEW);
2044 glPushMatrix();
2045 glLoadIdentity();
2046 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2047 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2048 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2049 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2050 glPopMatrix();
2052 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
2053 glEnable(GL_TEXTURE_GEN_S);
2054 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2055 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2056 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2057 glEnable(GL_TEXTURE_GEN_T);
2058 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2059 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2060 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2061 glEnable(GL_TEXTURE_GEN_R);
2062 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2063 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2064 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2066 break;
2068 case WINED3DTSS_TCI_CAMERASPACENORMAL:
2070 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2071 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2072 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2073 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2074 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2075 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
2077 glMatrixMode(GL_MODELVIEW);
2078 glPushMatrix();
2079 glLoadIdentity();
2080 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2081 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2082 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2083 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2084 glPopMatrix();
2086 glEnable(GL_TEXTURE_GEN_S);
2087 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2088 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2089 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2090 glEnable(GL_TEXTURE_GEN_T);
2091 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2092 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2093 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2094 glEnable(GL_TEXTURE_GEN_R);
2095 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2096 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2097 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2100 break;
2102 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2104 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2105 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2106 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2107 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2108 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2109 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2111 glMatrixMode(GL_MODELVIEW);
2112 glPushMatrix();
2113 glLoadIdentity();
2114 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2115 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2116 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2117 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2118 glPopMatrix();
2120 glEnable(GL_TEXTURE_GEN_S);
2121 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2122 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2123 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2124 glEnable(GL_TEXTURE_GEN_T);
2125 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2126 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2127 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2128 glEnable(GL_TEXTURE_GEN_R);
2129 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2130 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2131 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2134 break;
2136 /* Unhandled types: */
2137 default:
2138 /* Todo: */
2139 /* ? disable GL_TEXTURE_GEN_n ? */
2140 glDisable(GL_TEXTURE_GEN_S);
2141 glDisable(GL_TEXTURE_GEN_T);
2142 glDisable(GL_TEXTURE_GEN_R);
2143 glDisable(GL_TEXTURE_GEN_Q);
2144 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2145 break;
2148 /* Update the texture matrix */
2149 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2150 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2153 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2154 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2155 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2156 * and do all the things linked to it
2157 * TODO: Tidy that up to reload only the arrays of the changed unit
2159 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2161 unloadTexCoords(stateblock);
2162 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2166 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2167 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2169 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2170 * has an update pending
2172 if(isStateDirty(context, STATE_VDECL) ||
2173 isStateDirty(context, STATE_PIXELSHADER)) {
2174 return;
2177 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2180 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2181 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2182 union {
2183 DWORD d;
2184 float f;
2185 } tmpvalue;
2187 if(stateblock->pixelShader && stage != 0 &&
2188 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2189 /* The pixel shader has to know the luminance scale. Do a constants update if it
2190 * isn't scheduled anyway
2192 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2193 !isStateDirty(context, STATE_PIXELSHADER)) {
2194 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2198 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2199 if(tmpvalue.f != 0.0) {
2200 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2204 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2205 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2206 union {
2207 DWORD d;
2208 float f;
2209 } tmpvalue;
2211 if(stateblock->pixelShader && stage != 0 &&
2212 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2213 /* The pixel shader has to know the luminance offset. Do a constants update if it
2214 * isn't scheduled anyway
2216 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2217 !isStateDirty(context, STATE_PIXELSHADER)) {
2218 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2222 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2223 if(tmpvalue.f != 0.0) {
2224 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2228 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2229 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2231 if(stage >= GL_LIMITS(texture_stages)) {
2232 return;
2235 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2236 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2240 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2241 DWORD sampler = state - STATE_SAMPLER(0);
2242 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2243 union {
2244 float f;
2245 DWORD d;
2246 } tmpvalue;
2248 TRACE("Sampler: %d\n", sampler);
2249 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2250 * only has to bind textures and set the per texture states
2253 if (mapped_stage == -1) {
2254 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2255 return;
2258 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2259 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2260 return;
2262 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2263 checkGLcall("glActiveTextureARB");
2264 } else if (sampler > 0) {
2265 /* We can't do anything here */
2266 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2267 return;
2270 if(stateblock->textures[sampler]) {
2271 BOOL texIsPow2 = FALSE;
2273 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2274 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2275 * scaling is reapplied or removed, the texture matrix has to be reapplied
2277 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2278 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2279 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2280 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2281 texIsPow2 = TRUE;
2283 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2284 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2285 texIsPow2 = TRUE;
2289 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2290 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2291 context->lastWasPow2Texture[sampler] = texIsPow2;
2295 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2296 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2298 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2299 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2300 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2301 GL_TEXTURE_LOD_BIAS_EXT,
2302 tmpvalue.f);
2303 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2306 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2307 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2308 /* Using a pixel shader? Verify the sampler types */
2310 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2311 * dimensions because the shader knows from which texture type to sample from. For the sake of
2312 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2313 * dimensions. This should make wrong sampling sources visible :-)
2315 glEnable(stateblock->textureDimensions[sampler]);
2316 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2317 } else if(sampler < stateblock->lowest_disabled_stage) {
2318 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2319 activate_dimensions(sampler, stateblock, context);
2322 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2323 /* If color keying is enabled update the alpha test, it depends on the existence
2324 * of a color key in stage 0
2326 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2329 } else if(sampler < GL_LIMITS(texture_stages)) {
2330 if(sampler < stateblock->lowest_disabled_stage) {
2331 /* TODO: What should I do with pixel shaders here ??? */
2332 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2333 activate_dimensions(sampler, stateblock, context);
2335 } /* Otherwise tex_colorop disables the stage */
2336 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2337 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2341 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2342 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2343 BOOL use_pshader = use_ps(device);
2344 BOOL use_vshader = use_vs(device);
2345 BOOL update_fog = FALSE;
2346 int i;
2348 if (use_pshader) {
2349 if(!context->last_was_pshader) {
2350 /* Former draw without a pixel shader, some samplers
2351 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2352 * make sure to enable them
2354 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2355 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2356 sampler(STATE_SAMPLER(i), stateblock, context);
2359 update_fog = TRUE;
2360 } else {
2361 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2362 * if a different texture was bound. I don't have to do anything.
2366 /* Compile and bind the shader */
2367 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2368 } else {
2369 /* Disabled the pixel shader - color ops weren't applied
2370 * while it was enabled, so re-apply them.
2372 for(i=0; i < MAX_TEXTURES; i++) {
2373 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2374 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2377 if(context->last_was_pshader)
2378 update_fog = TRUE;
2381 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2382 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2384 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2385 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2389 if(update_fog)
2390 state_fog(state, stateblock, context);
2392 context->last_was_pshader = use_pshader;
2395 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2396 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2398 if(stateblock->pixelShader && stage != 0 &&
2399 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2400 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2401 * anyway
2403 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2404 !isStateDirty(context, STATE_PIXELSHADER)) {
2405 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2409 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2410 if(stage >= GL_LIMITS(texture_stages)) {
2411 WARN("Bump env matrix of unsupported stage set\n");
2412 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2413 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2414 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2416 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2417 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2418 checkGLcall("glTexBumpParameterfvATI");
2420 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2421 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2422 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2423 * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2424 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2425 * for stage + 1. Keep the nvrc tex unit mapping in mind too
2427 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2429 if(mapped_stage < GL_LIMITS(textures)) {
2430 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2431 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2433 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2434 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2435 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)\n");
2440 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2441 /* This function is called by transform_view below if the view matrix was changed too
2443 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2444 * does not always update the world matrix, only on a switch between transformed
2445 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2446 * draw, but that should be rather rare and cheaper in total.
2448 glMatrixMode(GL_MODELVIEW);
2449 checkGLcall("glMatrixMode");
2451 if(context->last_was_rhw) {
2452 glLoadIdentity();
2453 checkGLcall("glLoadIdentity()");
2454 } else {
2455 /* In the general case, the view matrix is the identity matrix */
2456 if (stateblock->wineD3DDevice->view_ident) {
2457 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2458 checkGLcall("glLoadMatrixf");
2459 } else {
2460 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2461 checkGLcall("glLoadMatrixf");
2462 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2463 checkGLcall("glMultMatrixf");
2468 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2469 UINT index = state - STATE_CLIPPLANE(0);
2471 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2472 return;
2475 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2476 glMatrixMode(GL_MODELVIEW);
2477 glPushMatrix();
2478 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2480 TRACE("Clipplane [%f,%f,%f,%f]\n",
2481 stateblock->clipplane[index][0],
2482 stateblock->clipplane[index][1],
2483 stateblock->clipplane[index][2],
2484 stateblock->clipplane[index][3]);
2485 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2486 checkGLcall("glClipPlane");
2488 glPopMatrix();
2491 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2492 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2493 GLenum glMat;
2494 TRACE("Setting world matrix %d\n", matrix);
2496 if(matrix >= GL_LIMITS(blends)) {
2497 WARN("Unsupported blend matrix set\n");
2498 return;
2499 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2500 return;
2503 /* GL_MODELVIEW0_ARB: 0x1700
2504 * GL_MODELVIEW1_ARB: 0x0x850a
2505 * GL_MODELVIEW2_ARB: 0x8722
2506 * GL_MODELVIEW3_ARB: 0x8723
2507 * etc
2508 * GL_MODELVIEW31_ARB: 0x873F
2510 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2511 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2513 glMatrixMode(glMat);
2514 checkGLcall("glMatrixMode(glMat)");
2516 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2517 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2519 if(stateblock->wineD3DDevice->view_ident) {
2520 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2521 checkGLcall("glLoadMatrixf")
2522 } else {
2523 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2524 checkGLcall("glLoadMatrixf")
2525 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2526 checkGLcall("glMultMatrixf")
2530 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2531 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2533 switch(val) {
2534 case WINED3DVBF_1WEIGHTS:
2535 case WINED3DVBF_2WEIGHTS:
2536 case WINED3DVBF_3WEIGHTS:
2537 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2538 glEnable(GL_VERTEX_BLEND_ARB);
2539 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2541 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2542 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2544 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2546 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2547 int i;
2548 for(i = 1; i < GL_LIMITS(blends); i++) {
2549 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2550 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2553 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2555 } else {
2556 /* TODO: Implement vertex blending in drawStridedSlow */
2557 FIXME("Vertex blending enabled, but not supported by hardware\n");
2559 break;
2561 case WINED3DVBF_DISABLE:
2562 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2563 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2564 glDisable(GL_VERTEX_BLEND_ARB);
2565 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2566 } else {
2567 TRACE("Vertex blending disabled\n");
2569 break;
2571 case WINED3DVBF_TWEENING:
2572 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2573 * vertex weights in the vertices?
2574 * For now we don't report that as supported, so a warn should suffice
2576 WARN("Tweening not supported yet\n");
2577 break;
2581 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2582 unsigned int k;
2584 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2585 * NOTE: We have to reset the positions even if the light/plane is not currently
2586 * enabled, since the call to enable it will not reset the position.
2587 * NOTE2: Apparently texture transforms do NOT need reapplying
2590 PLIGHTINFOEL *light = NULL;
2592 glMatrixMode(GL_MODELVIEW);
2593 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2594 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2595 checkGLcall("glLoadMatrixf(...)");
2597 /* Reset lights. TODO: Call light apply func */
2598 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2599 light = stateblock->activeLights[k];
2600 if(!light) continue;
2601 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2602 checkGLcall("glLightfv posn");
2603 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2604 checkGLcall("glLightfv dirn");
2607 /* Reset Clipping Planes */
2608 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2609 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2610 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2614 if(context->last_was_rhw) {
2615 glLoadIdentity();
2616 checkGLcall("glLoadIdentity()");
2617 /* No need to update the world matrix, the identity is fine */
2618 return;
2621 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2622 * No need to do it here if the state is scheduled for update.
2624 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2625 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2628 /* Avoid looping over a number of matrices if the app never used the functionality */
2629 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2630 for(k = 1; k < GL_LIMITS(blends); k++) {
2631 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2632 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2638 static const GLfloat invymat[16] = {
2639 1.0f, 0.0f, 0.0f, 0.0f,
2640 0.0f, -1.0f, 0.0f, 0.0f,
2641 0.0f, 0.0f, 1.0f, 0.0f,
2642 0.0f, 0.0f, 0.0f, 1.0f};
2644 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2645 glMatrixMode(GL_PROJECTION);
2646 checkGLcall("glMatrixMode(GL_PROJECTION)");
2647 glLoadIdentity();
2648 checkGLcall("glLoadIdentity");
2650 if(context->last_was_rhw) {
2651 double X, Y, height, width, minZ, maxZ;
2653 X = stateblock->viewport.X;
2654 Y = stateblock->viewport.Y;
2655 height = stateblock->viewport.Height;
2656 width = stateblock->viewport.Width;
2657 minZ = stateblock->viewport.MinZ;
2658 maxZ = stateblock->viewport.MaxZ;
2660 if(!stateblock->wineD3DDevice->untransformed) {
2661 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2662 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2663 * suppress depth clipping. This can be done because it is an orthogonal projection and
2664 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
2665 * Persia 3D need this.
2667 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
2668 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
2669 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
2670 * to the viewer.
2672 * Also note that this breaks z comparison against z values filled in with clear,
2673 * but no app depending on that and disabled clipping has been found yet. Comparing
2674 * primitives against themselves works, so the Z buffer is still intact for normal hidden
2675 * surface removal.
2677 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
2678 * but this would break Z buffer operation. Raising the range to something less than
2679 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
2680 * problem either.
2682 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2683 if(stateblock->wineD3DDevice->render_offscreen) {
2684 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2685 } else {
2686 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2688 } else {
2689 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2690 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2691 * unmodified to opengl.
2693 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2694 * replacement shader.
2696 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2697 if(stateblock->wineD3DDevice->render_offscreen) {
2698 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
2699 } else {
2700 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
2703 checkGLcall("glOrtho");
2705 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
2706 glTranslatef(0.5, 0.5, 0);
2707 checkGLcall("glTranslatef(0.5, 0.5, 0)");
2708 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2709 * render everything upside down when rendering offscreen. */
2710 if (stateblock->wineD3DDevice->render_offscreen) {
2711 glMultMatrixf(invymat);
2712 checkGLcall("glMultMatrixf(invymat)");
2714 } else {
2715 /* The rule is that the window coordinate 0 does not correspond to the
2716 beginning of the first pixel, but the center of the first pixel.
2717 As a consequence if you want to correctly draw one line exactly from
2718 the left to the right end of the viewport (with all matrices set to
2719 be identity), the x coords of both ends of the line would be not
2720 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2721 instead.
2723 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
2724 divide by the Width/Height, so we need the half range(1.0) to translate by
2725 half a pixel.
2727 The other fun is that d3d's output z range after the transformation is [0;1],
2728 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
2729 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
2730 of Z buffer precision and the clear values do not match in the z test. Thus scale
2731 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
2733 glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
2734 checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
2735 glScalef(1.0, 1.0, 2.0);
2737 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2738 * render everything upside down when rendering offscreen. */
2739 if (stateblock->wineD3DDevice->render_offscreen) {
2740 glMultMatrixf(invymat);
2741 checkGLcall("glMultMatrixf(invymat)");
2743 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2744 checkGLcall("glLoadMatrixf");
2748 /* This should match any arrays loaded in loadVertexData.
2749 * stateblock impl is required for GL_SUPPORT
2750 * TODO: Only load / unload arrays if we have to.
2752 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2753 glDisableClientState(GL_VERTEX_ARRAY);
2754 glDisableClientState(GL_NORMAL_ARRAY);
2755 glDisableClientState(GL_COLOR_ARRAY);
2756 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2757 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2759 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2760 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2761 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2762 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2764 unloadTexCoords(stateblock);
2767 /* This should match any arrays loaded in loadNumberedArrays
2768 * TODO: Only load / unload arrays if we have to.
2770 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2771 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2772 GLint maxAttribs;
2773 int i;
2775 /* Leave all the attribs disabled */
2776 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2777 /* MESA does not support it right not */
2778 if (glGetError() != GL_NO_ERROR)
2779 maxAttribs = 16;
2780 for (i = 0; i < maxAttribs; ++i) {
2781 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2782 checkGLcall("glDisableVertexAttribArrayARB(reg);");
2786 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2787 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2788 int i;
2789 UINT *offset = stateblock->streamOffset;
2791 /* Default to no instancing */
2792 stateblock->wineD3DDevice->instancedDraw = FALSE;
2794 for (i = 0; i < MAX_ATTRIBS; i++) {
2796 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2797 continue;
2799 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2800 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2801 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2802 stateblock->wineD3DDevice->instancedDraw = TRUE;
2803 continue;
2806 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2808 if(strided->u.input[i].dwStride) {
2809 if(curVBO != strided->u.input[i].VBO) {
2810 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2811 checkGLcall("glBindBufferARB");
2812 curVBO = strided->u.input[i].VBO;
2814 GL_EXTCALL(glVertexAttribPointerARB(i,
2815 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2816 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2817 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2818 strided->u.input[i].dwStride,
2819 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2820 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2821 } else {
2822 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2823 * set up the attribute statically. But we have to figure out the system memory address.
2825 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2826 if(strided->u.input[i].VBO) {
2827 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2828 ptr += (long) vb->resource.allocatedMemory;
2830 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2832 switch(strided->u.input[i].dwType) {
2833 case WINED3DDECLTYPE_FLOAT1:
2834 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2835 break;
2836 case WINED3DDECLTYPE_FLOAT2:
2837 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2838 break;
2839 case WINED3DDECLTYPE_FLOAT3:
2840 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2841 break;
2842 case WINED3DDECLTYPE_FLOAT4:
2843 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2844 break;
2846 case WINED3DDECLTYPE_UBYTE4:
2847 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2848 break;
2849 case WINED3DDECLTYPE_UBYTE4N:
2850 case WINED3DDECLTYPE_D3DCOLOR:
2851 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2852 break;
2854 case WINED3DDECLTYPE_SHORT2:
2855 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2856 break;
2857 case WINED3DDECLTYPE_SHORT4:
2858 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2859 break;
2861 case WINED3DDECLTYPE_SHORT2N:
2863 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2864 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2865 break;
2867 case WINED3DDECLTYPE_USHORT2N:
2869 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2870 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2871 break;
2873 case WINED3DDECLTYPE_SHORT4N:
2874 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2875 break;
2876 case WINED3DDECLTYPE_USHORT4N:
2877 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2878 break;
2880 case WINED3DDECLTYPE_UDEC3:
2881 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2882 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2883 break;
2884 case WINED3DDECLTYPE_DEC3N:
2885 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2886 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2887 break;
2889 case WINED3DDECLTYPE_FLOAT16_2:
2890 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2891 * byte float according to the IEEE standard
2893 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2894 break;
2895 case WINED3DDECLTYPE_FLOAT16_4:
2896 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2897 break;
2899 case WINED3DDECLTYPE_UNUSED:
2900 default:
2901 ERR("Unexpected declaration in stride 0 attributes\n");
2902 break;
2909 /* Used from 2 different functions, and too big to justify making it inlined */
2910 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2911 UINT *offset = stateblock->streamOffset;
2912 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2914 TRACE("Using fast vertex array code\n");
2916 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2917 stateblock->wineD3DDevice->instancedDraw = FALSE;
2919 /* Blend Data ---------------------------------------------- */
2920 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2921 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2923 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2924 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2925 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2927 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2928 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2930 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2932 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2933 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2934 sd->u.s.blendWeights.dwStride,
2935 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2937 if(curVBO != sd->u.s.blendWeights.VBO) {
2938 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2939 checkGLcall("glBindBufferARB");
2940 curVBO = sd->u.s.blendWeights.VBO;
2943 GL_EXTCALL(glWeightPointerARB)(
2944 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2945 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2946 sd->u.s.blendWeights.dwStride,
2947 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2949 checkGLcall("glWeightPointerARB");
2951 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2952 static BOOL showfixme = TRUE;
2953 if(showfixme){
2954 FIXME("blendMatrixIndices support\n");
2955 showfixme = FALSE;
2958 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2959 /* FIXME("TODO\n");*/
2960 #if 0
2962 GL_EXTCALL(glVertexWeightPointerEXT)(
2963 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2964 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2965 sd->u.s.blendWeights.dwStride,
2966 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2967 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2968 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2969 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2970 #endif
2972 } else {
2973 /* TODO: support blends in drawStridedSlow
2974 * No need to write a FIXME here, this is done after the general vertex decl decoding
2976 WARN("unsupported blending in openGl\n");
2978 } else {
2979 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2980 static const GLbyte one = 1;
2981 GL_EXTCALL(glWeightbvARB(1, &one));
2982 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
2986 #if 0 /* FOG ----------------------------------------------*/
2987 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2988 /* TODO: fog*/
2989 if (GL_SUPPORT(EXT_FOG_COORD) {
2990 glEnableClientState(GL_FOG_COORDINATE_EXT);
2991 (GL_EXTCALL)(FogCoordPointerEXT)(
2992 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2993 sd->u.s.fog.dwStride,
2994 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2995 } else {
2996 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2997 /* FIXME: fixme once */
2998 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
3000 } else {
3001 if (GL_SUPPRT(EXT_FOR_COORD) {
3002 /* make sure fog is disabled */
3003 glDisableClientState(GL_FOG_COORDINATE_EXT);
3006 #endif
3008 #if 0 /* tangents ----------------------------------------------*/
3009 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
3010 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3011 /* TODO: tangents*/
3012 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3013 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
3014 glEnable(GL_TANGENT_ARRAY_EXT);
3015 (GL_EXTCALL)(TangentPointerEXT)(
3016 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
3017 sd->u.s.tangent.dwStride,
3018 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
3019 } else {
3020 glDisable(GL_TANGENT_ARRAY_EXT);
3022 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3023 glEnable(GL_BINORMAL_ARRAY_EXT);
3024 (GL_EXTCALL)(BinormalPointerEXT)(
3025 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
3026 sd->u.s.binormal.dwStride,
3027 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
3028 } else{
3029 glDisable(GL_BINORMAL_ARRAY_EXT);
3032 } else {
3033 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
3034 /* FIXME: fixme once */
3035 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
3037 } else {
3038 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3039 /* make sure fog is disabled */
3040 glDisable(GL_TANGENT_ARRAY_EXT);
3041 glDisable(GL_BINORMAL_ARRAY_EXT);
3044 #endif
3046 /* Point Size ----------------------------------------------*/
3047 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
3049 /* no such functionality in the fixed function GL pipeline */
3050 TRACE("Cannot change ptSize here in openGl\n");
3051 /* TODO: Implement this function in using shaders if they are available */
3055 /* Vertex Pointers -----------------------------------------*/
3056 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
3057 /* Note dwType == float3 or float4 == 2 or 3 */
3058 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
3059 sd->u.s.position.dwStride,
3060 sd->u.s.position.dwType + 1,
3061 sd->u.s.position.lpData));
3063 if(curVBO != sd->u.s.position.VBO) {
3064 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
3065 checkGLcall("glBindBufferARB");
3066 curVBO = sd->u.s.position.VBO;
3069 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
3070 handling for rhw mode should not impact screen position whereas in GL it does.
3071 This may result in very slightly distored textures in rhw mode, but
3072 a very minimal different. There's always the other option of
3073 fixing the view matrix to prevent w from having any effect
3075 This only applies to user pointer sources, in VBOs the vertices are fixed up
3077 if(sd->u.s.position.VBO == 0) {
3078 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
3079 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3080 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3081 } else {
3082 glVertexPointer(
3083 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
3084 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3085 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3087 checkGLcall("glVertexPointer(...)");
3088 glEnableClientState(GL_VERTEX_ARRAY);
3089 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
3092 /* Normals -------------------------------------------------*/
3093 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
3094 /* Note dwType == float3 or float4 == 2 or 3 */
3095 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
3096 sd->u.s.normal.dwStride,
3097 sd->u.s.normal.lpData));
3098 if(curVBO != sd->u.s.normal.VBO) {
3099 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
3100 checkGLcall("glBindBufferARB");
3101 curVBO = sd->u.s.normal.VBO;
3103 glNormalPointer(
3104 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
3105 sd->u.s.normal.dwStride,
3106 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
3107 checkGLcall("glNormalPointer(...)");
3108 glEnableClientState(GL_NORMAL_ARRAY);
3109 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
3111 } else {
3112 glNormal3f(0, 0, 0);
3113 checkGLcall("glNormal3f(0, 0, 0)");
3116 /* Diffuse Colour --------------------------------------------*/
3117 /* WARNING: Data here MUST be in RGBA format, so cannot */
3118 /* go directly into fast mode from app pgm, because */
3119 /* directx requires data in BGRA format. */
3120 /* currently fixupVertices swizels the format, but this isn't */
3121 /* very practical when using VBOS */
3122 /* NOTE: Unless we write a vertex shader to swizel the colour */
3123 /* , or the user doesn't care and wants the speed advantage */
3125 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
3126 /* Note dwType == float3 or float4 == 2 or 3 */
3127 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3128 sd->u.s.diffuse.dwStride,
3129 sd->u.s.diffuse.lpData));
3131 if(curVBO != sd->u.s.diffuse.VBO) {
3132 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
3133 checkGLcall("glBindBufferARB");
3134 curVBO = sd->u.s.diffuse.VBO;
3136 glColorPointer(4, GL_UNSIGNED_BYTE,
3137 sd->u.s.diffuse.dwStride,
3138 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3139 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3140 glEnableClientState(GL_COLOR_ARRAY);
3141 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3143 } else {
3144 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3145 checkGLcall("glColor4f(1, 1, 1, 1)");
3148 /* Specular Colour ------------------------------------------*/
3149 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3150 TRACE("setting specular colour\n");
3151 /* Note dwType == float3 or float4 == 2 or 3 */
3152 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3153 sd->u.s.specular.dwStride,
3154 sd->u.s.specular.lpData));
3155 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3156 if(curVBO != sd->u.s.specular.VBO) {
3157 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3158 checkGLcall("glBindBufferARB");
3159 curVBO = sd->u.s.specular.VBO;
3161 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
3162 sd->u.s.specular.dwStride,
3163 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3164 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3165 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3166 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3167 } else {
3169 /* Missing specular color is not critical, no warnings */
3170 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3173 } else {
3174 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3175 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3176 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3177 } else {
3179 /* Missing specular color is not critical, no warnings */
3180 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3184 /* Texture coords -------------------------------------------*/
3185 loadTexCoords(stateblock, sd, &curVBO);
3188 static inline void drawPrimitiveTraceDataLocations(
3189 WineDirect3DVertexStridedData *dataLocations) {
3191 /* Dump out what parts we have supplied */
3192 TRACE("Strided Data:\n");
3193 TRACE_STRIDED((dataLocations), position);
3194 TRACE_STRIDED((dataLocations), blendWeights);
3195 TRACE_STRIDED((dataLocations), blendMatrixIndices);
3196 TRACE_STRIDED((dataLocations), normal);
3197 TRACE_STRIDED((dataLocations), pSize);
3198 TRACE_STRIDED((dataLocations), diffuse);
3199 TRACE_STRIDED((dataLocations), specular);
3200 TRACE_STRIDED((dataLocations), texCoords[0]);
3201 TRACE_STRIDED((dataLocations), texCoords[1]);
3202 TRACE_STRIDED((dataLocations), texCoords[2]);
3203 TRACE_STRIDED((dataLocations), texCoords[3]);
3204 TRACE_STRIDED((dataLocations), texCoords[4]);
3205 TRACE_STRIDED((dataLocations), texCoords[5]);
3206 TRACE_STRIDED((dataLocations), texCoords[6]);
3207 TRACE_STRIDED((dataLocations), texCoords[7]);
3208 TRACE_STRIDED((dataLocations), position2);
3209 TRACE_STRIDED((dataLocations), normal2);
3210 TRACE_STRIDED((dataLocations), tangent);
3211 TRACE_STRIDED((dataLocations), binormal);
3212 TRACE_STRIDED((dataLocations), tessFactor);
3213 TRACE_STRIDED((dataLocations), fog);
3214 TRACE_STRIDED((dataLocations), depth);
3215 TRACE_STRIDED((dataLocations), sample);
3217 return;
3220 /* Helper for vertexdeclaration() */
3221 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3222 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3223 BOOL fixup = FALSE;
3224 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3226 if(device->up_strided) {
3227 /* Note: this is a ddraw fixed-function code path */
3228 TRACE("================ Strided Input ===================\n");
3229 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3231 if(TRACE_ON(d3d)) {
3232 drawPrimitiveTraceDataLocations(dataLocations);
3234 } else {
3235 /* Note: This is a fixed function or shader codepath.
3236 * This means it must handle both types of strided data.
3237 * Shaders must go through here to zero the strided data, even if they
3238 * don't set any declaration at all
3240 TRACE("================ Vertex Declaration ===================\n");
3241 memset(dataLocations, 0, sizeof(*dataLocations));
3242 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3243 useVertexShaderFunction, dataLocations, &fixup);
3246 if (dataLocations->u.s.position_transformed) {
3247 useVertexShaderFunction = FALSE;
3250 /* Unload the old arrays before loading the new ones to get old junk out */
3251 if(context->numberedArraysLoaded) {
3252 unloadNumberedArrays(stateblock);
3253 context->numberedArraysLoaded = FALSE;
3255 if(context->namedArraysLoaded) {
3256 unloadVertexData(stateblock);
3257 context->namedArraysLoaded = FALSE;
3260 if(useVertexShaderFunction) {
3261 TRACE("Loading numbered arrays\n");
3262 loadNumberedArrays(stateblock, dataLocations);
3263 device->useDrawStridedSlow = FALSE;
3264 context->numberedArraysLoaded = TRUE;
3265 } else if (fixup ||
3266 (dataLocations->u.s.pSize.lpData == NULL &&
3267 dataLocations->u.s.diffuse.lpData == NULL &&
3268 dataLocations->u.s.specular.lpData == NULL)) {
3269 /* Load the vertex data using named arrays */
3270 TRACE("Loading vertex data\n");
3271 loadVertexData(stateblock, dataLocations);
3272 device->useDrawStridedSlow = FALSE;
3273 context->namedArraysLoaded = TRUE;
3274 } else {
3275 TRACE("Not loading vertex data\n");
3276 device->useDrawStridedSlow = TRUE;
3279 /* Generate some fixme's if unsupported functionality is being used */
3280 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3281 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3282 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3283 FIXME("Tweening is only valid with vertex shaders\n");
3285 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3286 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3288 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3289 FIXME("Extended attributes are only valid with vertex shaders\n");
3291 #undef BUFFER_OR_DATA
3294 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3295 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3296 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3297 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3298 BOOL transformed;
3299 /* Some stuff is in the device until we have per context tracking */
3300 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3301 BOOL wasrhw = context->last_was_rhw;
3303 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3304 * here simply check whether a shader was set, or the user disabled shaders
3306 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3307 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3308 useVertexShaderFunction = TRUE;
3310 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3311 updateFog = TRUE;
3313 } else if(context->last_was_foggy_shader) {
3314 updateFog = TRUE;
3317 handleStreams(stateblock, useVertexShaderFunction, context);
3319 transformed = device->strided_streams.u.s.position_transformed;
3320 if (transformed) useVertexShaderFunction = FALSE;
3322 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3323 updateFog = TRUE;
3326 /* Reapply lighting if it is not scheduled for reapplication already */
3327 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3328 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3331 if (transformed) {
3332 context->last_was_rhw = TRUE;
3333 } else {
3335 /* Untransformed, so relies on the view and projection matrices */
3336 context->last_was_rhw = FALSE;
3337 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3338 device->untransformed = TRUE;
3340 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3341 * Not needed as long as only hw shaders are supported
3344 /* This sets the shader output position correction constants.
3345 * TODO: Move to the viewport state
3347 if (useVertexShaderFunction) {
3348 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3352 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3353 * off this function will be called again anyway to make sure they're properly set
3355 if(!useVertexShaderFunction) {
3356 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3357 * or transformed / untransformed was switched
3359 if(wasrhw != context->last_was_rhw &&
3360 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3361 !isStateDirty(context, STATE_VIEWPORT)) {
3362 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3364 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3365 * mode.
3367 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3368 * this check will fail and the matrix not applied again. This is OK because a simple
3369 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3370 * needs of the vertex declaration.
3372 * World and view matrix go into the same gl matrix, so only apply them when neither is
3373 * dirty
3375 if(transformed != wasrhw &&
3376 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3377 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3378 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3381 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3382 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3385 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3386 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3388 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
3389 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
3391 } else {
3392 /* We compile the shader here because we need the vertex declaration
3393 * in order to determine if we need to do any swizzling for D3DCOLOR
3394 * registers. If the shader is already compiled this call will do nothing. */
3395 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3397 if(!context->last_was_vshader) {
3398 int i;
3399 static BOOL warned = FALSE;
3400 /* Disable all clip planes to get defined results on all drivers. See comment in the
3401 * state_clipping state handler
3403 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3404 glDisable(GL_CLIP_PLANE0 + i);
3405 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3408 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3409 FIXME("Clipping not supported with vertex shaders\n");
3410 warned = TRUE;
3415 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3416 * application
3418 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3419 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3421 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3422 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3426 context->last_was_vshader = useVertexShaderFunction;
3428 if(updateFog) {
3429 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3431 if(!useVertexShaderFunction) {
3432 int i;
3433 for(i = 0; i < MAX_TEXTURES; i++) {
3434 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
3435 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
3441 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3442 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3443 checkGLcall("glDepthRange");
3444 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3446 if(stateblock->wineD3DDevice->render_offscreen) {
3447 glViewport(stateblock->viewport.X,
3448 stateblock->viewport.Y,
3449 stateblock->viewport.Width, stateblock->viewport.Height);
3450 } else {
3451 glViewport(stateblock->viewport.X,
3452 (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3453 stateblock->viewport.Width, stateblock->viewport.Height);
3456 checkGLcall("glViewport");
3458 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
3459 stateblock->wineD3DDevice->posFixup[3] = -1.0 / stateblock->viewport.Height;
3460 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3461 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3466 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3467 UINT Index = state - STATE_ACTIVELIGHT(0);
3468 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3470 if(!lightInfo) {
3471 glDisable(GL_LIGHT0 + Index);
3472 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3473 } else {
3474 float quad_att;
3475 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3477 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3478 glMatrixMode(GL_MODELVIEW);
3479 glPushMatrix();
3480 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3482 /* Diffuse: */
3483 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3484 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3485 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3486 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3487 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3488 checkGLcall("glLightfv");
3490 /* Specular */
3491 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3492 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3493 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3494 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3495 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3496 checkGLcall("glLightfv");
3498 /* Ambient */
3499 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3500 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3501 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3502 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3503 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3504 checkGLcall("glLightfv");
3506 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3507 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3508 } else {
3509 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3512 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3513 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3514 * Attenuation0 to NaN and crashes in the gl lib
3517 switch (lightInfo->OriginalParms.Type) {
3518 case WINED3DLIGHT_POINT:
3519 /* Position */
3520 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3521 checkGLcall("glLightfv");
3522 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3523 checkGLcall("glLightf");
3524 /* Attenuation - Are these right? guessing... */
3525 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3526 checkGLcall("glLightf");
3527 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3528 checkGLcall("glLightf");
3529 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3530 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3531 checkGLcall("glLightf");
3532 /* FIXME: Range */
3533 break;
3535 case WINED3DLIGHT_SPOT:
3536 /* Position */
3537 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3538 checkGLcall("glLightfv");
3539 /* Direction */
3540 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3541 checkGLcall("glLightfv");
3542 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3543 checkGLcall("glLightf");
3544 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3545 checkGLcall("glLightf");
3546 /* Attenuation - Are these right? guessing... */
3547 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3548 checkGLcall("glLightf");
3549 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3550 checkGLcall("glLightf");
3551 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3552 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3553 checkGLcall("glLightf");
3554 /* FIXME: Range */
3555 break;
3557 case WINED3DLIGHT_DIRECTIONAL:
3558 /* Direction */
3559 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3560 checkGLcall("glLightfv");
3561 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3562 checkGLcall("glLightf");
3563 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3564 checkGLcall("glLightf");
3565 break;
3567 default:
3568 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3571 /* Restore the modelview matrix */
3572 glPopMatrix();
3574 glEnable(GL_LIGHT0 + Index);
3575 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3578 return;
3581 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3582 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3583 RECT *pRect = &stateblock->scissorRect;
3584 RECT windowRect;
3585 UINT winHeight;
3587 GetClientRect(swapchain->win_handle, &windowRect);
3588 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3589 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3591 winHeight = windowRect.bottom - windowRect.top;
3592 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3593 pRect->right - pRect->left, pRect->bottom - pRect->top);
3595 if (stateblock->wineD3DDevice->render_offscreen) {
3596 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3597 } else {
3598 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3600 checkGLcall("glScissor");
3603 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3604 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3605 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3606 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3607 } else {
3608 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3609 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3614 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3615 if(stateblock->wineD3DDevice->render_offscreen) {
3616 glFrontFace(GL_CCW);
3617 checkGLcall("glFrontFace(GL_CCW)");
3618 } else {
3619 glFrontFace(GL_CW);
3620 checkGLcall("glFrontFace(GL_CW)");
3624 const struct StateEntry StateTable[] =
3626 /* State name representative, apply function */
3627 { /* 0, Undefined */ 0, state_undefined },
3628 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3629 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3630 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3631 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3632 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3633 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3634 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3635 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3636 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3637 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3638 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3639 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3640 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3641 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3642 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3643 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3644 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3645 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3646 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3647 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3648 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3649 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3650 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3651 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3652 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3653 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3654 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3655 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3656 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3657 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3658 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3659 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3660 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3661 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3662 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3663 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3664 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3665 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3666 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3667 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3668 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3669 { /* 42, undefined */ 0, state_undefined },
3670 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3671 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3672 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3673 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3674 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3675 { /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog },
3676 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3677 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3678 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3679 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3680 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3681 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3682 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3683 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3684 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3685 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3686 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3687 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3688 { /* 61, Undefined */ 0, state_undefined },
3689 { /* 62, Undefined */ 0, state_undefined },
3690 { /* 63, Undefined */ 0, state_undefined },
3691 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3692 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3693 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3694 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3695 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3696 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3697 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3698 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3699 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3700 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3701 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3702 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3703 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3704 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3705 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3706 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3707 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3708 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3709 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3710 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3711 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3712 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3713 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3714 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3715 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3716 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3717 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3718 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3719 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3720 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3721 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3722 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3723 { /* 96, Undefined */ 0, state_undefined },
3724 { /* 97, Undefined */ 0, state_undefined },
3725 { /* 98, Undefined */ 0, state_undefined },
3726 { /* 99, Undefined */ 0, state_undefined },
3727 { /*100, Undefined */ 0, state_undefined },
3728 { /*101, Undefined */ 0, state_undefined },
3729 { /*102, Undefined */ 0, state_undefined },
3730 { /*103, Undefined */ 0, state_undefined },
3731 { /*104, Undefined */ 0, state_undefined },
3732 { /*105, Undefined */ 0, state_undefined },
3733 { /*106, Undefined */ 0, state_undefined },
3734 { /*107, Undefined */ 0, state_undefined },
3735 { /*108, Undefined */ 0, state_undefined },
3736 { /*109, Undefined */ 0, state_undefined },
3737 { /*110, Undefined */ 0, state_undefined },
3738 { /*111, Undefined */ 0, state_undefined },
3739 { /*112, Undefined */ 0, state_undefined },
3740 { /*113, Undefined */ 0, state_undefined },
3741 { /*114, Undefined */ 0, state_undefined },
3742 { /*115, Undefined */ 0, state_undefined },
3743 { /*116, Undefined */ 0, state_undefined },
3744 { /*117, Undefined */ 0, state_undefined },
3745 { /*118, Undefined */ 0, state_undefined },
3746 { /*119, Undefined */ 0, state_undefined },
3747 { /*120, Undefined */ 0, state_undefined },
3748 { /*121, Undefined */ 0, state_undefined },
3749 { /*122, Undefined */ 0, state_undefined },
3750 { /*123, Undefined */ 0, state_undefined },
3751 { /*124, Undefined */ 0, state_undefined },
3752 { /*125, Undefined */ 0, state_undefined },
3753 { /*126, Undefined */ 0, state_undefined },
3754 { /*127, Undefined */ 0, state_undefined },
3755 /* Big hole ends */
3756 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3757 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3758 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3759 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3760 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3761 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3762 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3763 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3764 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3765 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3766 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3767 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3768 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3769 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3770 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3771 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3772 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3773 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3774 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3775 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3776 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3777 { /*149, Undefined */ 0, state_undefined },
3778 { /*150, Undefined */ 0, state_undefined },
3779 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
3780 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3781 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3782 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
3783 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3784 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3785 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3786 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3787 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3788 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3789 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3790 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3791 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3792 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3793 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3794 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3795 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3796 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3797 { /*169, Undefined */ 0, state_undefined },
3798 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3799 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3800 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3801 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3802 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3803 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3804 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3805 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3806 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3807 { /*177, undefined */ 0, state_undefined },
3808 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3809 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3810 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3811 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3812 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3813 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3814 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3815 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3816 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3817 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3818 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3819 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3820 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3821 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3822 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3823 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3824 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite },
3825 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3826 { /*196, undefined */ 0, state_undefined },
3827 { /*197, undefined */ 0, state_undefined },
3828 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3829 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3830 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3831 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3832 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3833 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3834 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3835 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3836 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3837 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3838 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3839 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3840 /* Texture stage states */
3841 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3842 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3843 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3844 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3845 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3846 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3847 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3848 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3849 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3850 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3851 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3852 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3853 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3854 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3855 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3856 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3857 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3858 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3859 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3860 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3861 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3862 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3863 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3864 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3865 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3866 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3867 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3868 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3869 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3870 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3871 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3872 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3874 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3875 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3876 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3877 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3878 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3879 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3880 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3881 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3882 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3883 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3884 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3885 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3886 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3887 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3888 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3889 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3890 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3891 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3892 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3893 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3894 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3895 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3896 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3897 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3898 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3899 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3900 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3901 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
3902 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3903 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3904 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3905 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3907 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3908 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3909 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3910 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3911 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3912 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3913 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3914 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3915 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3916 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3917 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3918 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3919 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3920 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3921 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3922 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3923 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3924 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3925 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3926 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3927 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3928 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3929 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3930 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3931 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3932 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3933 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3934 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
3935 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3936 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3937 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3938 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3940 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3941 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3942 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3943 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3944 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3945 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3946 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3947 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3948 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3949 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3950 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3951 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3952 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3953 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3954 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3955 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3956 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3957 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3958 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3959 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3960 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3961 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3962 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3963 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3964 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3965 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3966 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3967 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
3968 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3969 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3970 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3971 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3973 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3974 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3975 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3976 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3977 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3978 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3979 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3980 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3981 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3982 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3983 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3984 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3985 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3986 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3987 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3988 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3989 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3990 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3991 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3992 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3993 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3994 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3995 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3996 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3997 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3998 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3999 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4000 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
4001 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4002 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4003 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4004 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4006 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4007 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4008 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4009 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4010 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4011 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4012 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4013 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4014 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4015 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4016 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4017 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4018 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4019 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4020 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4021 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4022 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4023 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4024 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4025 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4026 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4027 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4028 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4029 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4030 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4031 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4032 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4033 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
4034 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4035 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4036 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4037 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4039 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4040 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4041 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4042 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4043 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4044 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4045 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4046 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4047 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4048 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4049 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4050 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4051 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4052 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4053 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4054 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4055 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4056 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4057 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4058 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4059 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4060 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4061 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4062 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4063 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4064 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4065 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4066 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
4067 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4068 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4069 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4070 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4072 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4073 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4074 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4075 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4076 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4077 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4078 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4079 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4080 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4081 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4082 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4083 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4084 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4085 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4086 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4087 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4088 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4089 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4090 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4091 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4092 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4093 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4094 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4095 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4096 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4097 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4098 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4099 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
4100 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4101 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4102 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4103 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4104 /* Sampler states */
4105 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
4106 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
4107 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
4108 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
4109 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
4110 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
4111 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
4112 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
4113 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
4114 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
4115 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
4116 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
4117 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
4118 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
4119 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
4120 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
4121 { /*16, Vertex sampler 0 */ STATE_SAMPLER(16), sampler },
4122 { /*17, Vertex sampler 1 */ STATE_SAMPLER(17), sampler },
4123 { /*18, Vertex sampler 2 */ STATE_SAMPLER(18), sampler },
4124 { /*19, Vertex sampler 3 */ STATE_SAMPLER(19), sampler },
4125 /* Pixel shader */
4126 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
4127 /* Transform states follow */
4128 { /* 1, undefined */ 0, state_undefined },
4129 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
4130 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
4131 { /* 4, undefined */ 0, state_undefined },
4132 { /* 5, undefined */ 0, state_undefined },
4133 { /* 6, undefined */ 0, state_undefined },
4134 { /* 7, undefined */ 0, state_undefined },
4135 { /* 8, undefined */ 0, state_undefined },
4136 { /* 9, undefined */ 0, state_undefined },
4137 { /* 10, undefined */ 0, state_undefined },
4138 { /* 11, undefined */ 0, state_undefined },
4139 { /* 12, undefined */ 0, state_undefined },
4140 { /* 13, undefined */ 0, state_undefined },
4141 { /* 14, undefined */ 0, state_undefined },
4142 { /* 15, undefined */ 0, state_undefined },
4143 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
4144 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4145 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4146 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4147 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4148 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4149 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4150 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4151 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
4152 { /* 24, undefined */ 0, state_undefined },
4153 { /* 25, undefined */ 0, state_undefined },
4154 { /* 26, undefined */ 0, state_undefined },
4155 { /* 27, undefined */ 0, state_undefined },
4156 { /* 28, undefined */ 0, state_undefined },
4157 { /* 29, undefined */ 0, state_undefined },
4158 { /* 30, undefined */ 0, state_undefined },
4159 { /* 31, undefined */ 0, state_undefined },
4160 { /* 32, undefined */ 0, state_undefined },
4161 { /* 33, undefined */ 0, state_undefined },
4162 { /* 34, undefined */ 0, state_undefined },
4163 { /* 35, undefined */ 0, state_undefined },
4164 { /* 36, undefined */ 0, state_undefined },
4165 { /* 37, undefined */ 0, state_undefined },
4166 { /* 38, undefined */ 0, state_undefined },
4167 { /* 39, undefined */ 0, state_undefined },
4168 { /* 40, undefined */ 0, state_undefined },
4169 { /* 41, undefined */ 0, state_undefined },
4170 { /* 42, undefined */ 0, state_undefined },
4171 { /* 43, undefined */ 0, state_undefined },
4172 { /* 44, undefined */ 0, state_undefined },
4173 { /* 45, undefined */ 0, state_undefined },
4174 { /* 46, undefined */ 0, state_undefined },
4175 { /* 47, undefined */ 0, state_undefined },
4176 { /* 48, undefined */ 0, state_undefined },
4177 { /* 49, undefined */ 0, state_undefined },
4178 { /* 50, undefined */ 0, state_undefined },
4179 { /* 51, undefined */ 0, state_undefined },
4180 { /* 52, undefined */ 0, state_undefined },
4181 { /* 53, undefined */ 0, state_undefined },
4182 { /* 54, undefined */ 0, state_undefined },
4183 { /* 55, undefined */ 0, state_undefined },
4184 { /* 56, undefined */ 0, state_undefined },
4185 { /* 57, undefined */ 0, state_undefined },
4186 { /* 58, undefined */ 0, state_undefined },
4187 { /* 59, undefined */ 0, state_undefined },
4188 { /* 60, undefined */ 0, state_undefined },
4189 { /* 61, undefined */ 0, state_undefined },
4190 { /* 62, undefined */ 0, state_undefined },
4191 { /* 63, undefined */ 0, state_undefined },
4192 { /* 64, undefined */ 0, state_undefined },
4193 { /* 65, undefined */ 0, state_undefined },
4194 { /* 66, undefined */ 0, state_undefined },
4195 { /* 67, undefined */ 0, state_undefined },
4196 { /* 68, undefined */ 0, state_undefined },
4197 { /* 69, undefined */ 0, state_undefined },
4198 { /* 70, undefined */ 0, state_undefined },
4199 { /* 71, undefined */ 0, state_undefined },
4200 { /* 72, undefined */ 0, state_undefined },
4201 { /* 73, undefined */ 0, state_undefined },
4202 { /* 74, undefined */ 0, state_undefined },
4203 { /* 75, undefined */ 0, state_undefined },
4204 { /* 76, undefined */ 0, state_undefined },
4205 { /* 77, undefined */ 0, state_undefined },
4206 { /* 78, undefined */ 0, state_undefined },
4207 { /* 79, undefined */ 0, state_undefined },
4208 { /* 80, undefined */ 0, state_undefined },
4209 { /* 81, undefined */ 0, state_undefined },
4210 { /* 82, undefined */ 0, state_undefined },
4211 { /* 83, undefined */ 0, state_undefined },
4212 { /* 84, undefined */ 0, state_undefined },
4213 { /* 85, undefined */ 0, state_undefined },
4214 { /* 86, undefined */ 0, state_undefined },
4215 { /* 87, undefined */ 0, state_undefined },
4216 { /* 88, undefined */ 0, state_undefined },
4217 { /* 89, undefined */ 0, state_undefined },
4218 { /* 90, undefined */ 0, state_undefined },
4219 { /* 91, undefined */ 0, state_undefined },
4220 { /* 92, undefined */ 0, state_undefined },
4221 { /* 93, undefined */ 0, state_undefined },
4222 { /* 94, undefined */ 0, state_undefined },
4223 { /* 95, undefined */ 0, state_undefined },
4224 { /* 96, undefined */ 0, state_undefined },
4225 { /* 97, undefined */ 0, state_undefined },
4226 { /* 98, undefined */ 0, state_undefined },
4227 { /* 99, undefined */ 0, state_undefined },
4228 { /*100, undefined */ 0, state_undefined },
4229 { /*101, undefined */ 0, state_undefined },
4230 { /*102, undefined */ 0, state_undefined },
4231 { /*103, undefined */ 0, state_undefined },
4232 { /*104, undefined */ 0, state_undefined },
4233 { /*105, undefined */ 0, state_undefined },
4234 { /*106, undefined */ 0, state_undefined },
4235 { /*107, undefined */ 0, state_undefined },
4236 { /*108, undefined */ 0, state_undefined },
4237 { /*109, undefined */ 0, state_undefined },
4238 { /*110, undefined */ 0, state_undefined },
4239 { /*111, undefined */ 0, state_undefined },
4240 { /*112, undefined */ 0, state_undefined },
4241 { /*113, undefined */ 0, state_undefined },
4242 { /*114, undefined */ 0, state_undefined },
4243 { /*115, undefined */ 0, state_undefined },
4244 { /*116, undefined */ 0, state_undefined },
4245 { /*117, undefined */ 0, state_undefined },
4246 { /*118, undefined */ 0, state_undefined },
4247 { /*119, undefined */ 0, state_undefined },
4248 { /*120, undefined */ 0, state_undefined },
4249 { /*121, undefined */ 0, state_undefined },
4250 { /*122, undefined */ 0, state_undefined },
4251 { /*123, undefined */ 0, state_undefined },
4252 { /*124, undefined */ 0, state_undefined },
4253 { /*125, undefined */ 0, state_undefined },
4254 { /*126, undefined */ 0, state_undefined },
4255 { /*127, undefined */ 0, state_undefined },
4256 { /*128, undefined */ 0, state_undefined },
4257 { /*129, undefined */ 0, state_undefined },
4258 { /*130, undefined */ 0, state_undefined },
4259 { /*131, undefined */ 0, state_undefined },
4260 { /*132, undefined */ 0, state_undefined },
4261 { /*133, undefined */ 0, state_undefined },
4262 { /*134, undefined */ 0, state_undefined },
4263 { /*135, undefined */ 0, state_undefined },
4264 { /*136, undefined */ 0, state_undefined },
4265 { /*137, undefined */ 0, state_undefined },
4266 { /*138, undefined */ 0, state_undefined },
4267 { /*139, undefined */ 0, state_undefined },
4268 { /*140, undefined */ 0, state_undefined },
4269 { /*141, undefined */ 0, state_undefined },
4270 { /*142, undefined */ 0, state_undefined },
4271 { /*143, undefined */ 0, state_undefined },
4272 { /*144, undefined */ 0, state_undefined },
4273 { /*145, undefined */ 0, state_undefined },
4274 { /*146, undefined */ 0, state_undefined },
4275 { /*147, undefined */ 0, state_undefined },
4276 { /*148, undefined */ 0, state_undefined },
4277 { /*149, undefined */ 0, state_undefined },
4278 { /*150, undefined */ 0, state_undefined },
4279 { /*151, undefined */ 0, state_undefined },
4280 { /*152, undefined */ 0, state_undefined },
4281 { /*153, undefined */ 0, state_undefined },
4282 { /*154, undefined */ 0, state_undefined },
4283 { /*155, undefined */ 0, state_undefined },
4284 { /*156, undefined */ 0, state_undefined },
4285 { /*157, undefined */ 0, state_undefined },
4286 { /*158, undefined */ 0, state_undefined },
4287 { /*159, undefined */ 0, state_undefined },
4288 { /*160, undefined */ 0, state_undefined },
4289 { /*161, undefined */ 0, state_undefined },
4290 { /*162, undefined */ 0, state_undefined },
4291 { /*163, undefined */ 0, state_undefined },
4292 { /*164, undefined */ 0, state_undefined },
4293 { /*165, undefined */ 0, state_undefined },
4294 { /*166, undefined */ 0, state_undefined },
4295 { /*167, undefined */ 0, state_undefined },
4296 { /*168, undefined */ 0, state_undefined },
4297 { /*169, undefined */ 0, state_undefined },
4298 { /*170, undefined */ 0, state_undefined },
4299 { /*171, undefined */ 0, state_undefined },
4300 { /*172, undefined */ 0, state_undefined },
4301 { /*173, undefined */ 0, state_undefined },
4302 { /*174, undefined */ 0, state_undefined },
4303 { /*175, undefined */ 0, state_undefined },
4304 { /*176, undefined */ 0, state_undefined },
4305 { /*177, undefined */ 0, state_undefined },
4306 { /*178, undefined */ 0, state_undefined },
4307 { /*179, undefined */ 0, state_undefined },
4308 { /*180, undefined */ 0, state_undefined },
4309 { /*181, undefined */ 0, state_undefined },
4310 { /*182, undefined */ 0, state_undefined },
4311 { /*183, undefined */ 0, state_undefined },
4312 { /*184, undefined */ 0, state_undefined },
4313 { /*185, undefined */ 0, state_undefined },
4314 { /*186, undefined */ 0, state_undefined },
4315 { /*187, undefined */ 0, state_undefined },
4316 { /*188, undefined */ 0, state_undefined },
4317 { /*189, undefined */ 0, state_undefined },
4318 { /*190, undefined */ 0, state_undefined },
4319 { /*191, undefined */ 0, state_undefined },
4320 { /*192, undefined */ 0, state_undefined },
4321 { /*193, undefined */ 0, state_undefined },
4322 { /*194, undefined */ 0, state_undefined },
4323 { /*195, undefined */ 0, state_undefined },
4324 { /*196, undefined */ 0, state_undefined },
4325 { /*197, undefined */ 0, state_undefined },
4326 { /*198, undefined */ 0, state_undefined },
4327 { /*199, undefined */ 0, state_undefined },
4328 { /*200, undefined */ 0, state_undefined },
4329 { /*201, undefined */ 0, state_undefined },
4330 { /*202, undefined */ 0, state_undefined },
4331 { /*203, undefined */ 0, state_undefined },
4332 { /*204, undefined */ 0, state_undefined },
4333 { /*205, undefined */ 0, state_undefined },
4334 { /*206, undefined */ 0, state_undefined },
4335 { /*207, undefined */ 0, state_undefined },
4336 { /*208, undefined */ 0, state_undefined },
4337 { /*209, undefined */ 0, state_undefined },
4338 { /*210, undefined */ 0, state_undefined },
4339 { /*211, undefined */ 0, state_undefined },
4340 { /*212, undefined */ 0, state_undefined },
4341 { /*213, undefined */ 0, state_undefined },
4342 { /*214, undefined */ 0, state_undefined },
4343 { /*215, undefined */ 0, state_undefined },
4344 { /*216, undefined */ 0, state_undefined },
4345 { /*217, undefined */ 0, state_undefined },
4346 { /*218, undefined */ 0, state_undefined },
4347 { /*219, undefined */ 0, state_undefined },
4348 { /*220, undefined */ 0, state_undefined },
4349 { /*221, undefined */ 0, state_undefined },
4350 { /*222, undefined */ 0, state_undefined },
4351 { /*223, undefined */ 0, state_undefined },
4352 { /*224, undefined */ 0, state_undefined },
4353 { /*225, undefined */ 0, state_undefined },
4354 { /*226, undefined */ 0, state_undefined },
4355 { /*227, undefined */ 0, state_undefined },
4356 { /*228, undefined */ 0, state_undefined },
4357 { /*229, undefined */ 0, state_undefined },
4358 { /*230, undefined */ 0, state_undefined },
4359 { /*231, undefined */ 0, state_undefined },
4360 { /*232, undefined */ 0, state_undefined },
4361 { /*233, undefined */ 0, state_undefined },
4362 { /*234, undefined */ 0, state_undefined },
4363 { /*235, undefined */ 0, state_undefined },
4364 { /*236, undefined */ 0, state_undefined },
4365 { /*237, undefined */ 0, state_undefined },
4366 { /*238, undefined */ 0, state_undefined },
4367 { /*239, undefined */ 0, state_undefined },
4368 { /*240, undefined */ 0, state_undefined },
4369 { /*241, undefined */ 0, state_undefined },
4370 { /*242, undefined */ 0, state_undefined },
4371 { /*243, undefined */ 0, state_undefined },
4372 { /*244, undefined */ 0, state_undefined },
4373 { /*245, undefined */ 0, state_undefined },
4374 { /*246, undefined */ 0, state_undefined },
4375 { /*247, undefined */ 0, state_undefined },
4376 { /*248, undefined */ 0, state_undefined },
4377 { /*249, undefined */ 0, state_undefined },
4378 { /*250, undefined */ 0, state_undefined },
4379 { /*251, undefined */ 0, state_undefined },
4380 { /*252, undefined */ 0, state_undefined },
4381 { /*253, undefined */ 0, state_undefined },
4382 { /*254, undefined */ 0, state_undefined },
4383 { /*255, undefined */ 0, state_undefined },
4384 /* End huge gap */
4385 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4386 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4387 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4388 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4389 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4390 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4391 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4392 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4393 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4394 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4395 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4396 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4397 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4398 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4399 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4400 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4401 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4402 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4403 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4404 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4405 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4406 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4407 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4408 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4409 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4410 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4411 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4412 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4413 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4414 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4415 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4416 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4417 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4418 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4419 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4420 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4421 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4422 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4423 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4424 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4425 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4426 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4427 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4428 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4429 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4430 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4431 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4432 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4433 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4434 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4435 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4436 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4437 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4438 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4439 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4440 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4441 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4442 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4443 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4444 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4445 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4446 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4447 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4448 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4449 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4450 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4451 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4452 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4453 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4454 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4455 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4456 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4457 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4458 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4459 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4460 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4461 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4462 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4463 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4464 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4465 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4466 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4467 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4468 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4469 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4470 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4471 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4472 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4473 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4474 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4475 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4476 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4477 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4478 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4479 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4480 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4481 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4482 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4483 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4484 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4485 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4486 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4487 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4488 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4489 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4490 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4491 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4492 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4493 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4494 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4495 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4496 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4497 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4498 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4499 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4500 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4501 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4502 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4503 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4504 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4505 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4506 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4507 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4508 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4509 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4510 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4511 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4512 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4513 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4514 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4515 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4516 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4517 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4518 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4519 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4520 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4521 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4522 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4523 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4524 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4525 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4526 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4527 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4528 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4529 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4530 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4531 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4532 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4533 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4534 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4535 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4536 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4537 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4538 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4539 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4540 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4541 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4542 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4543 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4544 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4545 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4546 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4547 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4548 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4549 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4550 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4551 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4552 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4553 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4554 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4555 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4556 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4557 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4558 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4559 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4560 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4561 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4562 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4563 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4564 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4565 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4566 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4567 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4568 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4569 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4570 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4571 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4572 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4573 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4574 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4575 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4576 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4577 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4578 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4579 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4580 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4581 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4582 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4583 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4584 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4585 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4586 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4587 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4588 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4589 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4590 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4591 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4592 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4593 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4594 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4595 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4596 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4597 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4598 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4599 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4600 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4601 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4602 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4603 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4604 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4605 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4606 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4607 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4608 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4609 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4610 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4611 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4612 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4613 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4614 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4615 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4616 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4617 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4618 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4619 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4620 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4621 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4622 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4623 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4624 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4625 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4626 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4627 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4628 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4629 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4630 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4631 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4632 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4633 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4634 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4635 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4636 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4637 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4638 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4639 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4640 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4641 /* Various Vertex states follow */
4642 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4643 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4644 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4645 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4646 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4647 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4648 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4649 /* Lights */
4650 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4651 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4652 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4653 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4654 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4655 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4656 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4657 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4659 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4660 /* Clip planes */
4661 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4662 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4663 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4664 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4665 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4666 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4667 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4668 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4669 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4670 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4671 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4672 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4673 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4674 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4675 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4676 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4677 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4678 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4679 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4680 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4681 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4682 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4683 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4684 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4685 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4686 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4687 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4688 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4689 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4690 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4691 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4692 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },
4694 { /* STATE_MATERIAL */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
4695 { /* STATE_FRONTFACE */ STATE_FRONTFACE, frontface },