push e57f4907e24f93b118c5a715e9cf13b17e600a1f
[wine/hacks.git] / dlls / wined3d / state.c
blobbcb1559ebec8f713efe09990b1bf2bbd6fdb52d9
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 declaration, so if it is dirty don't do anything. The
87 * vertex declaration applying 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 TRACE("No Z buffer - disabling depth test\n");
111 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
112 checkGLcall("glDisable GL_DEPTH_TEST");
113 return;
116 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
117 case WINED3DZB_FALSE:
118 glDisable(GL_DEPTH_TEST);
119 checkGLcall("glDisable GL_DEPTH_TEST");
120 break;
121 case WINED3DZB_TRUE:
122 glEnable(GL_DEPTH_TEST);
123 checkGLcall("glEnable GL_DEPTH_TEST");
124 break;
125 case WINED3DZB_USEW:
126 glEnable(GL_DEPTH_TEST);
127 checkGLcall("glEnable GL_DEPTH_TEST");
128 FIXME("W buffer is not well handled\n");
129 break;
130 default:
131 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
135 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
136 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
137 * switch
139 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
140 case WINED3DCULL_NONE:
141 glDisable(GL_CULL_FACE);
142 checkGLcall("glDisable GL_CULL_FACE");
143 break;
144 case WINED3DCULL_CW:
145 glEnable(GL_CULL_FACE);
146 checkGLcall("glEnable GL_CULL_FACE");
147 glCullFace(GL_FRONT);
148 checkGLcall("glCullFace(GL_FRONT)");
149 break;
150 case WINED3DCULL_CCW:
151 glEnable(GL_CULL_FACE);
152 checkGLcall("glEnable GL_CULL_FACE");
153 glCullFace(GL_BACK);
154 checkGLcall("glCullFace(GL_BACK)");
155 break;
156 default:
157 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
161 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
162 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
163 case WINED3DSHADE_FLAT:
164 glShadeModel(GL_FLAT);
165 checkGLcall("glShadeModel(GL_FLAT)");
166 break;
167 case WINED3DSHADE_GOURAUD:
168 glShadeModel(GL_SMOOTH);
169 checkGLcall("glShadeModel(GL_SMOOTH)");
170 break;
171 case WINED3DSHADE_PHONG:
172 FIXME("WINED3DSHADE_PHONG isn't supported\n");
173 break;
174 default:
175 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
179 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
180 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
181 glEnable(GL_DITHER);
182 checkGLcall("glEnable GL_DITHER");
183 } else {
184 glDisable(GL_DITHER);
185 checkGLcall("glDisable GL_DITHER");
189 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
190 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
191 * this has to be merged with ZENABLE and ZFUNC
193 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
194 glDepthMask(1);
195 checkGLcall("glDepthMask(1)");
196 } else {
197 glDepthMask(0);
198 checkGLcall("glDepthMask(0)");
202 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
205 if(glParm) {
206 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
207 static BOOL once = FALSE;
208 /* There are a few issues with this: First, our inability to
209 * select a proper Z depth, most of the time we're stuck with
210 * D24S8, even if the app selects D32 or D16. There seem to be
211 * some other precision problems which have to be debugged to
212 * make NOTEQUAL and EQUAL work properly
214 if(!once) {
215 once = TRUE;
216 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
220 glDepthFunc(glParm);
221 checkGLcall("glDepthFunc");
225 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
226 float col[4];
227 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
229 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
230 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
231 checkGLcall("glLightModel for MODEL_AMBIENT");
234 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
235 int srcBlend = GL_ZERO;
236 int dstBlend = GL_ZERO;
237 const StaticPixelFormatDesc *rtFormat;
238 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
240 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
241 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
242 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
243 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
244 glEnable(GL_BLEND);
245 checkGLcall("glEnable GL_BLEND");
246 } else {
247 glDisable(GL_BLEND);
248 checkGLcall("glDisable GL_BLEND");
249 /* Nothing more to do - get out */
250 return;
253 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
254 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
255 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
256 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
257 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
258 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
259 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
260 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
261 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
263 /* To compensate the lack of format switching with backbuffer offscreen rendering,
264 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
265 * if the render target doesn't support alpha blending. A nonexistent alpha channel
266 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
268 case WINED3DBLEND_DESTALPHA :
269 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
270 dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
271 break;
272 case WINED3DBLEND_INVDESTALPHA :
273 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
274 dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
275 break;
277 case WINED3DBLEND_SRCALPHASAT :
278 dstBlend = GL_SRC_ALPHA_SATURATE;
279 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
280 break;
282 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
283 * values which are still valid up to d3d9. They should not occur as dest blend values
285 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
286 srcBlend = GL_SRC_ALPHA;
287 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
288 break;
290 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
291 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
292 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
293 break;
295 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
296 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
297 default:
298 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
301 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
302 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
303 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
304 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
305 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
306 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
307 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
308 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
309 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
310 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
312 case WINED3DBLEND_DESTALPHA :
313 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
314 srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
315 break;
316 case WINED3DBLEND_INVDESTALPHA :
317 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
318 srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
319 break;
321 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
322 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
323 break;
325 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
326 dstBlend = GL_SRC_ALPHA;
327 break;
329 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
330 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
331 default:
332 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
336 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
337 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
338 glEnable(GL_LINE_SMOOTH);
339 checkGLcall("glEnable(GL_LINE_SMOOTH)");
340 if(srcBlend != GL_SRC_ALPHA) {
341 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
343 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
344 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
346 } else {
347 glDisable(GL_LINE_SMOOTH);
348 checkGLcall("glDisable(GL_LINE_SMOOTH)");
351 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
352 glBlendFunc(srcBlend, dstBlend);
353 checkGLcall("glBlendFunc");
355 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
356 so it may need updating */
357 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
358 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
362 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
363 float col[4];
365 if(!GL_SUPPORT(EXT_BLEND_COLOR)) {
366 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
367 return;
370 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
371 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
372 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
373 checkGLcall("glBlendColor");
376 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
377 int glParm = 0;
378 float ref;
379 BOOL enable_ckey = FALSE;
381 IWineD3DSurfaceImpl *surf;
383 /* Find out if the texture on the first stage has a ckey set
384 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
385 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
386 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
387 * in case it finds some texture+colorkeyenable combination which needs extra care.
389 if(stateblock->textures[0] && (
390 stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
391 stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
392 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
394 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
395 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
396 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
397 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
398 * surface has alpha bits
400 if(fmt->alphaMask == 0x00000000) {
401 enable_ckey = TRUE;
406 if(enable_ckey || context->last_was_ckey) {
407 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
409 context->last_was_ckey = enable_ckey;
411 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
412 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
413 glEnable(GL_ALPHA_TEST);
414 checkGLcall("glEnable GL_ALPHA_TEST");
415 } else {
416 glDisable(GL_ALPHA_TEST);
417 checkGLcall("glDisable GL_ALPHA_TEST");
418 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
419 * enable call
421 return;
424 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
425 glParm = GL_NOTEQUAL;
426 ref = 0.0;
427 } else {
428 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
429 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
431 if(glParm) {
432 glAlphaFunc(glParm, ref);
433 checkGLcall("glAlphaFunc");
437 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
438 DWORD enable = 0xFFFFFFFF;
439 DWORD disable = 0x00000000;
441 if (use_vs(stateblock->wineD3DDevice)) {
442 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
443 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
444 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
445 * of that - don't do anything here and keep them disabled
447 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
448 static BOOL warned = FALSE;
449 if(!warned) {
450 FIXME("Clipping not supported with vertex shaders\n");
451 warned = TRUE;
454 return;
457 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
458 * of already set values
461 /* If enabling / disabling all
462 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
464 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
465 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
466 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
467 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
468 glDisable(GL_DEPTH_CLAMP_NV);
469 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
471 } else {
472 disable = 0xffffffff;
473 enable = 0x00;
474 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
475 glEnable(GL_DEPTH_CLAMP_NV);
476 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
480 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
481 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
482 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
483 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
484 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
485 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
487 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
488 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
489 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
490 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
491 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
492 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
494 /** update clipping status */
495 if (enable) {
496 stateblock->clip_status.ClipUnion = 0;
497 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
498 } else {
499 stateblock->clip_status.ClipUnion = 0;
500 stateblock->clip_status.ClipIntersection = 0;
504 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
505 int glParm = GL_FUNC_ADD;
507 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
508 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
509 return;
512 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
513 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
514 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
515 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
516 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
517 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
518 default:
519 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
522 TRACE("glBlendEquation(%x)\n", glParm);
523 GL_EXTCALL(glBlendEquationEXT(glParm));
524 checkGLcall("glBlendEquation");
527 static void
528 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
529 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
530 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
531 * specular color. This is wrong:
532 * Separate specular color means the specular colour is maintained separately, whereas
533 * single color means it is merged in. However in both cases they are being used to
534 * some extent.
535 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
536 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
537 * running 1.4 yet!
540 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
541 * Instead, we need to setup the FinalCombiner properly.
543 * The default setup for the FinalCombiner is:
545 * <variable> <input> <mapping> <usage>
546 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
547 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
548 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
549 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
550 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
551 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
552 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
554 * That's pretty much fine as it is, except for variable B, which needs to take
555 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
556 * whether WINED3DRS_SPECULARENABLE is enabled or not.
559 TRACE("Setting specular enable state and materials\n");
560 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
561 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
562 checkGLcall("glMaterialfv");
564 if(stateblock->material.Power > 128.0) {
565 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
566 * and 128.0, although in d3d neither -1 nor 129 produce an error. For values > 128 clamp
567 * them, since 128 results in a hardly visible specular highlight, so it should be safe to
568 * to clamp to 128
570 WARN("Material power > 128\n");
571 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.0);
572 } else {
573 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
575 checkGLcall("glMaterialf(GL_SHININESS)");
577 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
578 glEnable(GL_COLOR_SUM_EXT);
579 } else {
580 TRACE("Specular colors cannot be enabled in this version of opengl\n");
582 checkGLcall("glEnable(GL_COLOR_SUM)");
584 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
585 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
586 checkGLcall("glFinalCombinerInputNV()");
588 } else {
589 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
591 /* for the case of enabled lighting: */
592 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
593 checkGLcall("glMaterialfv");
595 /* for the case of disabled lighting: */
596 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
597 glDisable(GL_COLOR_SUM_EXT);
598 } else {
599 TRACE("Specular colors cannot be disabled in this version of opengl\n");
601 checkGLcall("glDisable(GL_COLOR_SUM)");
603 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
604 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
605 checkGLcall("glFinalCombinerInputNV()");
609 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
610 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
611 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
612 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
613 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
614 stateblock->material.Specular.b, stateblock->material.Specular.a);
615 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
616 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
618 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
619 checkGLcall("glMaterialfv(GL_AMBIENT)");
620 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
621 checkGLcall("glMaterialfv(GL_DIFFUSE)");
622 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
623 checkGLcall("glMaterialfv(GL_EMISSION)");
626 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
627 unsigned int i;
629 /* Note the texture color applies to all textures whereas
630 * GL_TEXTURE_ENV_COLOR applies to active only
632 float col[4];
633 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
635 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
636 /* And now the default texture color as well */
637 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
638 /* Note the WINED3DRS value applies to all textures, but GL has one
639 * per texture, so apply it now ready to be used!
641 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
642 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
643 checkGLcall("glActiveTextureARB");
644 } else if (i>0) {
645 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
648 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
649 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
651 } else {
652 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
656 static void
657 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
658 #if 0 /* Don't use OpenGL 2.0 calls for now */
659 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
660 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
661 checkGLcall("glStencilFuncSeparate(...)");
662 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
663 checkGLcall("glStencilOpSeparate(...)");
665 else
666 #endif
667 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
668 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
669 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
670 GL_EXTCALL(glActiveStencilFaceEXT(face));
671 checkGLcall("glActiveStencilFaceEXT(...)");
672 glStencilFunc(func, ref, mask);
673 checkGLcall("glStencilFunc(...)");
674 glStencilOp(stencilFail, depthFail, stencilPass);
675 checkGLcall("glStencilOp(...)");
676 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
677 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
678 checkGLcall("glStencilFuncSeparateATI(...)");
679 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
680 checkGLcall("glStencilOpSeparateATI(...)");
681 } else {
682 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
686 static void
687 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
688 DWORD onesided_enable = FALSE;
689 DWORD twosided_enable = FALSE;
690 GLint func = GL_ALWAYS;
691 GLint func_ccw = GL_ALWAYS;
692 GLint ref = 0;
693 GLuint mask = 0;
694 GLint stencilFail = GL_KEEP;
695 GLint depthFail = GL_KEEP;
696 GLint stencilPass = GL_KEEP;
697 GLint stencilFail_ccw = GL_KEEP;
698 GLint depthFail_ccw = GL_KEEP;
699 GLint stencilPass_ccw = GL_KEEP;
701 /* No stencil test without a stencil buffer */
702 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
703 glDisable(GL_STENCIL_TEST);
704 checkGLcall("glDisable GL_STENCIL_TEST");
705 return;
708 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
709 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
710 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
711 func = GL_ALWAYS;
712 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
713 func_ccw = GL_ALWAYS;
714 ref = stateblock->renderState[WINED3DRS_STENCILREF];
715 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
716 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
717 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
718 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
719 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
720 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
721 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
723 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
724 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
725 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
726 onesided_enable, twosided_enable, ref, mask,
727 func, stencilFail, depthFail, stencilPass,
728 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
730 if (twosided_enable && onesided_enable) {
731 glEnable(GL_STENCIL_TEST);
732 checkGLcall("glEnable GL_STENCIL_TEST");
734 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
735 * which has an effect on the code below too. If we apply the front face
736 * afterwards, we are sure that the active stencil face is set to front,
737 * and other stencil functions which do not use two sided stencil do not have
738 * to set it back
740 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
741 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
742 } else if(onesided_enable) {
743 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
744 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
745 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
748 glEnable(GL_STENCIL_TEST);
749 checkGLcall("glEnable GL_STENCIL_TEST");
750 glStencilFunc(func, ref, mask);
751 checkGLcall("glStencilFunc(...)");
752 glStencilOp(stencilFail, depthFail, stencilPass);
753 checkGLcall("glStencilOp(...)");
754 } else {
755 glDisable(GL_STENCIL_TEST);
756 checkGLcall("glDisable GL_STENCIL_TEST");
760 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
761 DWORD mask;
763 if(stateblock->wineD3DDevice->stencilBufferTarget) {
764 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
765 } else {
766 mask = 0;
769 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
770 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
771 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
772 glStencilMask(mask);
773 checkGLcall("glStencilMask");
774 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
775 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
776 glStencilMask(mask);
777 } else {
778 glStencilMask(mask);
780 checkGLcall("glStencilMask");
783 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
784 /* TODO: Put this into the vertex type block once that is in the state table */
785 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
786 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
787 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
788 float fogstart, fogend;
790 union {
791 DWORD d;
792 float f;
793 } tmpvalue;
795 if (!fogenable) {
796 /* No fog? Disable it, and we're done :-) */
797 glDisable(GL_FOG);
798 checkGLcall("glDisable GL_FOG");
799 if( use_ps(stateblock->wineD3DDevice)
800 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
801 /* disable fog in the pixel shader
802 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
803 * -1/(e-s) and e/(e-s) respectively.
805 glFogf(GL_FOG_START, 0.0f);
806 checkGLcall("glFogf(GL_FOG_START, fogstart)");
807 glFogf(GL_FOG_END, 1.0f);
808 checkGLcall("glFogf(GL_FOG_END, fogend)");
810 return;
813 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
814 fogstart = tmpvalue.f;
815 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
816 fogend = tmpvalue.f;
818 /* Fog Rules:
820 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
821 * It can use the Z value of the vertex, or the alpha component of the specular color.
822 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
823 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
824 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
826 * FOGTABLEMODE != NONE:
827 * The Z value is used, with the equation specified, no matter what vertex type.
829 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
830 * Per vertex fog is calculated using the specified fog equation and the parameters
832 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
833 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
834 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
837 * Rules for vertex fog with shaders:
839 * When mixing fixed function functionality with the programmable pipeline, D3D expects
840 * the fog computation to happen during transformation while openGL expects it to happen
841 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
842 * the pixel shader while openGL always expects the pixel shader to handle the blending.
843 * To solve this problem, WineD3D does:
844 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
845 * shader,
846 * and 2) disables the fog computation (in either the fixed function or programmable
847 * rasterizer) if using a vertex program.
850 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
851 * without shaders).
854 if( is_ps3 ) {
855 if( !use_vs(stateblock->wineD3DDevice)
856 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
857 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
861 if (use_vs(stateblock->wineD3DDevice)
862 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
863 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
864 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
865 /* Disable fog */
866 fogenable = FALSE;
867 } else {
868 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
869 glFogi(GL_FOG_MODE, GL_LINEAR);
870 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
871 fogstart = 1.0;
872 fogend = 0.0;
875 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
876 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
877 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
878 context->fog_coord = FALSE;
880 context->last_was_foggy_shader = TRUE;
882 else if( use_ps(stateblock->wineD3DDevice) ) {
883 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
884 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
886 WINED3DFOGMODE mode;
887 context->last_was_foggy_shader = FALSE;
889 /* If both fogmodes are set use the table fog mode */
890 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
891 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
892 else
893 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
895 switch (mode) {
896 case WINED3DFOG_EXP:
897 case WINED3DFOG_EXP2:
898 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
899 /* Disable fog */
900 fogenable = FALSE;
901 break;
903 case WINED3DFOG_LINEAR:
904 fogstart = -1.0f/(fogend-fogstart);
905 fogend *= -fogstart;
906 break;
908 case WINED3DFOG_NONE:
909 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
910 /* Disable fog */
911 fogenable = FALSE;
912 break;
913 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
916 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
917 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
918 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
919 context->fog_coord = FALSE;
922 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
923 * the system will apply only pixel(=table) fog effects."
925 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
926 glHint(GL_FOG_HINT, GL_FASTEST);
927 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
928 context->last_was_foggy_shader = FALSE;
930 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
931 /* If processed vertices are used, fall through to the NONE case */
932 case WINED3DFOG_EXP: {
933 if(!context->last_was_rhw) {
934 glFogi(GL_FOG_MODE, GL_EXP);
935 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
936 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
937 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
938 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
939 context->fog_coord = FALSE;
941 break;
944 case WINED3DFOG_EXP2: {
945 if(!context->last_was_rhw) {
946 glFogi(GL_FOG_MODE, GL_EXP2);
947 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
948 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
949 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
950 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
951 context->fog_coord = FALSE;
953 break;
956 case WINED3DFOG_LINEAR: {
957 if(!context->last_was_rhw) {
958 glFogi(GL_FOG_MODE, GL_LINEAR);
959 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
960 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
961 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
962 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
963 context->fog_coord = FALSE;
965 break;
968 case WINED3DFOG_NONE: {
969 /* Both are none? According to msdn the alpha channel of the specular
970 * color contains a fog factor. Set it in drawStridedSlow.
971 * Same happens with Vertexfog on transformed vertices
973 if(GL_SUPPORT(EXT_FOG_COORD)) {
974 if(context->fog_coord == FALSE) {
975 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
976 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
977 context->fog_coord = TRUE;
979 glFogi(GL_FOG_MODE, GL_LINEAR);
980 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
981 fogstart = 0xff;
982 fogend = 0x0;
983 } else {
984 /* Disable GL fog, handle this in software in drawStridedSlow */
985 fogenable = FALSE;
987 break;
989 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
991 } else {
992 glHint(GL_FOG_HINT, GL_NICEST);
993 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
994 context->last_was_foggy_shader = FALSE;
996 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
997 case WINED3DFOG_EXP:
998 glFogi(GL_FOG_MODE, GL_EXP);
999 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1000 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1001 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1002 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1003 context->fog_coord = FALSE;
1005 break;
1007 case WINED3DFOG_EXP2:
1008 glFogi(GL_FOG_MODE, GL_EXP2);
1009 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1010 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1011 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1012 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1013 context->fog_coord = FALSE;
1015 break;
1017 case WINED3DFOG_LINEAR:
1018 glFogi(GL_FOG_MODE, GL_LINEAR);
1019 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1020 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1021 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1022 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1023 context->fog_coord = FALSE;
1025 break;
1027 case WINED3DFOG_NONE: /* Won't happen */
1028 default:
1029 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1033 if(fogenable) {
1034 glEnable(GL_FOG);
1035 checkGLcall("glEnable GL_FOG");
1037 if(fogstart != fogend)
1039 glFogfv(GL_FOG_START, &fogstart);
1040 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1041 TRACE("Fog Start == %f\n", fogstart);
1043 glFogfv(GL_FOG_END, &fogend);
1044 checkGLcall("glFogf(GL_FOG_END, fogend)");
1045 TRACE("Fog End == %f\n", fogend);
1047 else
1049 glFogf(GL_FOG_START, -1.0 / 0.0);
1050 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1051 TRACE("Fog Start == %f\n", fogstart);
1053 glFogf(GL_FOG_END, 0.0);
1054 checkGLcall("glFogf(GL_FOG_END, fogend)");
1055 TRACE("Fog End == %f\n", fogend);
1057 } else {
1058 glDisable(GL_FOG);
1059 checkGLcall("glDisable GL_FOG");
1060 if( use_ps(stateblock->wineD3DDevice) ) {
1061 /* disable fog in the pixel shader
1062 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1063 * -1/(e-s) and e/(e-s) respectively.
1065 glFogf(GL_FOG_START, 0.0f);
1066 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1067 glFogf(GL_FOG_END, 1.0f);
1068 checkGLcall("glFogf(GL_FOG_END, fogend)");
1073 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1074 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1075 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1076 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1077 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1078 } else {
1079 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1081 } else {
1082 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1083 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1084 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1089 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1090 float col[4];
1091 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1092 glFogfv(GL_FOG_COLOR, &col[0]);
1093 checkGLcall("glFog GL_FOG_COLOR");
1096 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1097 union {
1098 DWORD d;
1099 float f;
1100 } tmpvalue;
1101 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1102 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1103 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1106 /* TODO: Merge with primitive type + init_materials()!! */
1107 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1108 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1109 GLenum Parm = 0;
1110 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1111 BOOL isDiffuseSupplied;
1113 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1114 * The vertex declaration will call this function if the fixed function pipeline is used.
1117 if(isStateDirty(context, STATE_VDECL)) {
1118 return;
1121 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1123 context->num_untracked_materials = 0;
1124 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1125 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1126 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1127 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1128 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1129 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1131 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1132 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1133 Parm = GL_AMBIENT_AND_DIFFUSE;
1134 } else {
1135 Parm = GL_DIFFUSE;
1137 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1138 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1139 context->num_untracked_materials++;
1141 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1142 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1143 context->num_untracked_materials++;
1145 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1146 Parm = GL_AMBIENT;
1147 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1148 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1149 context->num_untracked_materials++;
1151 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1152 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1153 context->num_untracked_materials++;
1155 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1156 Parm = GL_EMISSION;
1157 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1158 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1159 context->num_untracked_materials++;
1161 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1162 Parm = GL_SPECULAR;
1166 /* Nothing changed, return. */
1167 if (Parm == context->tracking_parm) return;
1169 if(!Parm) {
1170 glDisable(GL_COLOR_MATERIAL);
1171 checkGLcall("glDisable GL_COLOR_MATERIAL");
1172 } else {
1173 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1174 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1175 glEnable(GL_COLOR_MATERIAL);
1176 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1179 /* Apparently calls to glMaterialfv are ignored for properties we're
1180 * tracking with glColorMaterial, so apply those here. */
1181 switch (context->tracking_parm) {
1182 case GL_AMBIENT_AND_DIFFUSE:
1183 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1184 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1185 checkGLcall("glMaterialfv");
1186 break;
1188 case GL_DIFFUSE:
1189 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1190 checkGLcall("glMaterialfv");
1191 break;
1193 case GL_AMBIENT:
1194 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1195 checkGLcall("glMaterialfv");
1196 break;
1198 case GL_EMISSION:
1199 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1200 checkGLcall("glMaterialfv");
1201 break;
1203 case GL_SPECULAR:
1204 /* Only change material color if specular is enabled, otherwise it is set to black */
1205 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1206 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1207 checkGLcall("glMaterialfv");
1208 } else {
1209 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1210 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1211 checkGLcall("glMaterialfv");
1213 break;
1216 context->tracking_parm = Parm;
1219 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1220 union {
1221 DWORD d;
1222 WINED3DLINEPATTERN lp;
1223 } tmppattern;
1224 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1226 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1228 if (tmppattern.lp.wRepeatFactor) {
1229 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1230 checkGLcall("glLineStipple(repeat, linepattern)");
1231 glEnable(GL_LINE_STIPPLE);
1232 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1233 } else {
1234 glDisable(GL_LINE_STIPPLE);
1235 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1239 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1240 union {
1241 DWORD d;
1242 float f;
1243 } tmpvalue;
1245 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1246 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1247 TRACE("ZBias value %f\n", tmpvalue.f);
1248 glPolygonOffset(0, -tmpvalue.f);
1249 checkGLcall("glPolygonOffset(0, -Value)");
1250 glEnable(GL_POLYGON_OFFSET_FILL);
1251 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1252 glEnable(GL_POLYGON_OFFSET_LINE);
1253 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1254 glEnable(GL_POLYGON_OFFSET_POINT);
1255 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1256 } else {
1257 glDisable(GL_POLYGON_OFFSET_FILL);
1258 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1259 glDisable(GL_POLYGON_OFFSET_LINE);
1260 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1261 glDisable(GL_POLYGON_OFFSET_POINT);
1262 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1267 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1268 if(isStateDirty(context, STATE_VDECL)) {
1269 return;
1271 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1272 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1273 * by zero and is not properly defined in opengl, so avoid it
1275 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1276 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1277 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1278 glEnable(GL_NORMALIZE);
1279 checkGLcall("glEnable(GL_NORMALIZE);");
1280 } else {
1281 glDisable(GL_NORMALIZE);
1282 checkGLcall("glDisable(GL_NORMALIZE);");
1286 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1287 union {
1288 DWORD d;
1289 float f;
1290 } tmpvalue;
1292 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1293 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1294 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1295 checkGLcall("glPointParameterfARB(...)");
1297 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1298 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1299 checkGLcall("glPointParameterfEXT(...)");
1300 } else if(tmpvalue.f != 1.0) {
1301 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1305 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1306 union {
1307 DWORD d;
1308 float f;
1309 } tmpvalue;
1311 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1312 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1313 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1314 checkGLcall("glPointParameterfARB(...)");
1316 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1317 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1318 checkGLcall("glPointParameterfEXT(...)");
1319 } else if(tmpvalue.f != 64.0) {
1320 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1324 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1325 /* TODO: Group this with the viewport */
1327 * POINTSCALEENABLE controls how point size value is treated. If set to
1328 * true, the point size is scaled with respect to height of viewport.
1329 * When set to false point size is in pixels.
1331 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1334 /* Default values */
1335 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1336 union {
1337 DWORD d;
1338 float f;
1339 } pointSize, A, B, C;
1341 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1342 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1343 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1344 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1346 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1347 GLfloat scaleFactor;
1348 float h = stateblock->viewport.Height;
1350 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1352 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1353 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1354 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1355 * are less than 1.0f. scale_factor = 1.0f / point_size.
1357 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1358 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1359 * is 1.0, but then accepts points below that and draws too small points
1361 pointSize.f = GL_LIMITS(pointsizemin);
1362 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1363 /* gl already scales the input to glPointSize,
1364 * d3d scales the result after the point size scale.
1365 * If the point size is bigger than the max size, use the
1366 * scaling to scale it bigger, and set the gl point size to max
1368 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1369 TRACE("scale: %f\n", scaleFactor);
1370 pointSize.f = GL_LIMITS(pointsize);
1371 } else {
1372 scaleFactor = 1.0f;
1374 scaleFactor = pow(h * scaleFactor, 2);
1376 att[0] = A.f / scaleFactor;
1377 att[1] = B.f / scaleFactor;
1378 att[2] = C.f / scaleFactor;
1381 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1382 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1383 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1385 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1386 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1387 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1388 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1389 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1392 glPointSize(pointSize.f);
1393 checkGLcall("glPointSize(...);");
1396 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1397 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1399 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1400 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1401 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1402 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1403 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1404 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1405 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1406 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1407 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1408 checkGLcall("glColorMask(...)");
1410 /* depends on WINED3DRS_COLORWRITEENABLE. */
1411 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1412 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1413 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1414 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1415 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1416 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1417 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1421 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1422 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1423 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1424 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1425 } else {
1426 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1427 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1431 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1432 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1433 TRACE("Last Pixel Drawing Enabled\n");
1434 } else {
1435 static BOOL first = TRUE;
1436 if(first) {
1437 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1438 first = FALSE;
1439 } else {
1440 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1445 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1446 /* TODO: NV_POINT_SPRITE */
1447 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1448 TRACE("Point sprites not supported\n");
1449 return;
1452 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1453 glEnable(GL_POINT_SPRITE_ARB);
1454 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1455 } else {
1456 glDisable(GL_POINT_SPRITE_ARB);
1457 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1461 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1463 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1464 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1465 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1466 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1467 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1469 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1471 TRACE("Stub\n");
1472 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1473 stateblock->renderState[WINED3DRS_WRAP1] ||
1474 stateblock->renderState[WINED3DRS_WRAP2] ||
1475 stateblock->renderState[WINED3DRS_WRAP3] ||
1476 stateblock->renderState[WINED3DRS_WRAP4] ||
1477 stateblock->renderState[WINED3DRS_WRAP5] ||
1478 stateblock->renderState[WINED3DRS_WRAP6] ||
1479 stateblock->renderState[WINED3DRS_WRAP7] ||
1480 stateblock->renderState[WINED3DRS_WRAP8] ||
1481 stateblock->renderState[WINED3DRS_WRAP9] ||
1482 stateblock->renderState[WINED3DRS_WRAP10] ||
1483 stateblock->renderState[WINED3DRS_WRAP11] ||
1484 stateblock->renderState[WINED3DRS_WRAP12] ||
1485 stateblock->renderState[WINED3DRS_WRAP13] ||
1486 stateblock->renderState[WINED3DRS_WRAP14] ||
1487 stateblock->renderState[WINED3DRS_WRAP15] ) {
1488 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1492 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1493 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1494 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1495 glEnable(GL_MULTISAMPLE_ARB);
1496 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1497 } else {
1498 glDisable(GL_MULTISAMPLE_ARB);
1499 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1501 } else {
1502 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1503 WARN("Multisample antialiasing not supported by gl\n");
1508 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1509 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1510 glEnable(GL_SCISSOR_TEST);
1511 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1512 } else {
1513 glDisable(GL_SCISSOR_TEST);
1514 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1518 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1519 union {
1520 DWORD d;
1521 float f;
1522 } tmpvalue;
1524 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1525 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1526 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1527 glEnable(GL_POLYGON_OFFSET_FILL);
1528 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1529 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1530 checkGLcall("glPolygonOffset(...)");
1531 } else {
1532 glDisable(GL_POLYGON_OFFSET_FILL);
1533 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1537 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1538 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1539 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1540 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1541 } else {
1542 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1543 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1547 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1548 TRACE("Stub\n");
1549 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1550 FIXME(" Stippled Alpha not supported yet.\n");
1553 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1554 TRACE("Stub\n");
1555 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1556 FIXME(" Antialias not supported yet.\n");
1559 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1560 TRACE("Stub\n");
1561 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1562 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1565 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1566 TRACE("Stub\n");
1567 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1568 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1571 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1572 union {
1573 DWORD d;
1574 float f;
1575 } tmpvalue;
1576 tmpvalue.f = 1.0f;
1578 TRACE("Stub\n");
1579 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1581 static BOOL displayed = FALSE;
1583 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1584 if(!displayed)
1585 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1587 displayed = TRUE;
1591 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1592 TRACE("Stub\n");
1593 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1594 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1597 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1598 TRACE("Stub\n");
1599 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1600 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1603 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1604 TRACE("Stub\n");
1605 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1606 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1609 static void state_separateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1610 TRACE("Stub\n");
1611 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1612 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1615 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1616 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1617 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1621 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1622 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1623 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1627 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1628 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1629 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1633 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1634 if(stateblock->renderState[WINED3DRS_ROP2]) {
1635 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1639 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1640 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1641 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1645 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1646 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1647 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1651 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1652 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1653 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1657 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1658 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1659 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1663 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1664 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1665 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1669 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1670 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1671 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1675 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1676 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1677 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1681 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1682 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1683 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1687 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1688 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1689 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1693 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1694 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1695 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1699 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1700 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1701 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1705 /* Activates the texture dimension according to the bound D3D texture.
1706 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1707 * Requires the caller to activate the correct unit before
1709 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1710 BOOL bumpmap = FALSE;
1712 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1713 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1714 bumpmap = TRUE;
1715 context->texShaderBumpMap |= (1 << stage);
1716 } else {
1717 context->texShaderBumpMap &= ~(1 << stage);
1720 if(stateblock->textures[stage]) {
1721 switch(stateblock->textureDimensions[stage]) {
1722 case GL_TEXTURE_2D:
1723 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1724 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1725 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
1726 } else {
1727 glDisable(GL_TEXTURE_3D);
1728 checkGLcall("glDisable(GL_TEXTURE_3D)");
1729 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1730 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1731 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1733 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1734 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1735 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1737 glEnable(GL_TEXTURE_2D);
1738 checkGLcall("glEnable(GL_TEXTURE_2D)");
1740 break;
1741 case GL_TEXTURE_RECTANGLE_ARB:
1742 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1743 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
1744 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
1745 } else {
1746 glDisable(GL_TEXTURE_2D);
1747 checkGLcall("glDisable(GL_TEXTURE_2D)");
1748 glDisable(GL_TEXTURE_3D);
1749 checkGLcall("glDisable(GL_TEXTURE_3D)");
1750 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1751 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1752 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1754 glEnable(GL_TEXTURE_RECTANGLE_ARB);
1755 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
1757 break;
1758 case GL_TEXTURE_3D:
1759 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1760 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1761 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
1762 } else {
1763 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1764 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1765 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1767 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1768 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1769 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1771 glDisable(GL_TEXTURE_2D);
1772 checkGLcall("glDisable(GL_TEXTURE_2D)");
1773 glEnable(GL_TEXTURE_3D);
1774 checkGLcall("glEnable(GL_TEXTURE_3D)");
1776 break;
1777 case GL_TEXTURE_CUBE_MAP_ARB:
1778 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1779 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1780 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
1781 } else {
1782 glDisable(GL_TEXTURE_2D);
1783 checkGLcall("glDisable(GL_TEXTURE_2D)");
1784 glDisable(GL_TEXTURE_3D);
1785 checkGLcall("glDisable(GL_TEXTURE_3D)");
1786 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1787 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1788 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1790 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1791 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1793 break;
1795 } else {
1796 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1797 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1798 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
1799 } else {
1800 glEnable(GL_TEXTURE_2D);
1801 checkGLcall("glEnable(GL_TEXTURE_2D)");
1802 glDisable(GL_TEXTURE_3D);
1803 checkGLcall("glDisable(GL_TEXTURE_3D)");
1804 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1805 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1806 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1808 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1809 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1810 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1812 /* Binding textures is done by samplers. A dummy texture will be bound */
1817 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1818 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1819 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1820 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1822 TRACE("Setting color op for stage %d\n", stage);
1824 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1825 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1826 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1827 return;
1830 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1832 if (mapped_stage != -1) {
1833 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1834 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1835 FIXME("Attempt to enable unsupported stage!\n");
1836 return;
1838 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1839 checkGLcall("glActiveTextureARB");
1840 } else if (stage > 0) {
1841 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1842 return;
1846 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1847 if(stateblock->lowest_disabled_stage > 0) {
1848 glEnable(GL_REGISTER_COMBINERS_NV);
1849 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1850 } else {
1851 glDisable(GL_REGISTER_COMBINERS_NV);
1854 if(stage >= stateblock->lowest_disabled_stage) {
1855 TRACE("Stage disabled\n");
1856 if (mapped_stage != -1) {
1857 /* Disable everything here */
1858 glDisable(GL_TEXTURE_2D);
1859 checkGLcall("glDisable(GL_TEXTURE_2D)");
1860 glDisable(GL_TEXTURE_3D);
1861 checkGLcall("glDisable(GL_TEXTURE_3D)");
1862 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1863 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1864 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1866 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1867 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1868 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1870 if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1871 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1874 /* All done */
1875 return;
1878 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1879 * if the sampler for this stage is dirty
1881 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1882 if (tex_used) activate_dimensions(stage, stateblock, context);
1885 /* Set the texture combiners */
1886 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1887 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1888 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1889 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1890 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1891 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1892 mapped_stage);
1894 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1895 * thus the texture shader may have to be updated
1897 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1898 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1899 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1900 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1901 if(usesBump != usedBump) {
1902 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1903 checkGLcall("glActiveTextureARB");
1904 activate_dimensions(stage + 1, stateblock, context);
1905 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1906 checkGLcall("glActiveTextureARB");
1909 } else {
1910 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1911 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1912 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1913 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1914 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1918 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1919 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1920 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1921 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1922 DWORD op, arg1, arg2, arg0;
1924 TRACE("Setting alpha op for stage %d\n", stage);
1925 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
1926 if (mapped_stage != -1) {
1927 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1928 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1929 FIXME("Attempt to enable unsupported stage!\n");
1930 return;
1932 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1933 checkGLcall("glActiveTextureARB");
1934 } else if (stage > 0) {
1935 /* We can't do anything here */
1936 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1937 return;
1941 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1942 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1943 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1944 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1946 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1947 stateblock->textures[0] &&
1948 (stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
1949 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1951 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1952 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1954 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1955 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1956 * cannot remove the texture's alpha channel entirely.
1958 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1959 * on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
1960 * draw things like translucent text and perform other blending effects.
1962 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
1963 * behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
1964 * OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
1965 * (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
1966 * wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
1967 * (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
1968 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
1969 * otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
1971 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1973 if(op == WINED3DTOP_DISABLE) {
1974 arg1 = WINED3DTA_TEXTURE;
1975 op = WINED3DTOP_SELECTARG1;
1977 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
1978 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1979 arg2 = WINED3DTA_TEXTURE;
1980 op = WINED3DTOP_MODULATE;
1982 else arg1 = WINED3DTA_TEXTURE;
1984 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
1985 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1986 arg1 = WINED3DTA_TEXTURE;
1987 op = WINED3DTOP_MODULATE;
1989 else arg2 = WINED3DTA_TEXTURE;
1994 TRACE("Setting alpha op for stage %d\n", stage);
1995 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1996 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1997 op, arg1, arg2, arg0,
1998 mapped_stage);
1999 } else {
2000 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2001 op, arg1, arg2, arg0);
2005 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2006 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
2007 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
2008 BOOL generated;
2010 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
2011 if(use_vs(stateblock->wineD3DDevice) ||
2012 isStateDirty(context, STATE_VDECL)) {
2013 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
2014 return;
2017 if (mapped_stage == -1) return;
2019 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2020 if(mapped_stage >= GL_LIMITS(textures)) {
2021 return;
2023 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2024 checkGLcall("glActiveTextureARB");
2025 } else if (mapped_stage > 0) {
2026 /* We can't do anything here */
2027 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2028 return;
2030 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
2032 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
2033 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
2034 generated,
2035 context->last_was_rhw,
2036 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
2037 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
2038 WINED3DDECLTYPE_UNUSED);
2040 /* The sampler applying function calls us if this changes */
2041 if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
2042 if(generated) {
2043 FIXME("Non-power2 texture being used with generated texture coords\n");
2045 TRACE("Non power two matrix multiply fixup\n");
2046 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
2050 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
2051 int texture_idx;
2053 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
2054 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
2055 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2059 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
2060 UINT *offset = stateblock->streamOffset;
2061 unsigned int mapped_stage = 0;
2062 unsigned int textureNo = 0;
2064 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
2065 /* Abort if we don't support the extension. */
2066 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
2067 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2068 return;
2071 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
2072 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
2074 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
2075 if (mapped_stage == -1) continue;
2077 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
2078 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
2079 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
2081 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
2082 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
2083 checkGLcall("glBindBufferARB");
2084 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
2087 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2088 checkGLcall("glClientActiveTextureARB");
2090 /* The coords to supply depend completely on the fvf / vertex shader */
2091 glTexCoordPointer(
2092 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
2093 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
2094 sd->u.s.texCoords[coordIdx].dwStride,
2095 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
2096 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
2097 } else {
2098 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2101 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2102 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
2103 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
2104 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2109 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2110 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2111 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2113 if (mapped_stage == -1) {
2114 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
2115 return;
2118 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2119 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
2120 return;
2122 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2123 checkGLcall("glActiveTextureARB");
2124 } else if (stage > 0) {
2125 /* We can't do anything here */
2126 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2127 return;
2130 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
2132 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
2133 * one flag, you can still specify an index value, which the system uses to
2134 * determine the texture wrapping mode.
2135 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
2136 * means use the vertex position (camera-space) as the input texture coordinates
2137 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
2138 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
2139 * to the TEXCOORDINDEX value
2143 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
2145 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
2146 case WINED3DTSS_TCI_PASSTHRU:
2147 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
2148 glDisable(GL_TEXTURE_GEN_S);
2149 glDisable(GL_TEXTURE_GEN_T);
2150 glDisable(GL_TEXTURE_GEN_R);
2151 glDisable(GL_TEXTURE_GEN_Q);
2152 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
2153 break;
2155 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
2156 /* CameraSpacePosition means use the vertex position, transformed to camera space,
2157 * as the input texture coordinates for this stage's texture transformation. This
2158 * equates roughly to EYE_LINEAR
2161 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2162 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2163 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2164 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2165 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
2167 glMatrixMode(GL_MODELVIEW);
2168 glPushMatrix();
2169 glLoadIdentity();
2170 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2171 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2172 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2173 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2174 glPopMatrix();
2176 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
2177 glEnable(GL_TEXTURE_GEN_S);
2178 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2179 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2180 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2181 glEnable(GL_TEXTURE_GEN_T);
2182 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2183 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2184 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2185 glEnable(GL_TEXTURE_GEN_R);
2186 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2187 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2188 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2190 break;
2192 case WINED3DTSS_TCI_CAMERASPACENORMAL:
2194 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2195 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2196 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2197 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2198 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2199 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
2201 glMatrixMode(GL_MODELVIEW);
2202 glPushMatrix();
2203 glLoadIdentity();
2204 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2205 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2206 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2207 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2208 glPopMatrix();
2210 glEnable(GL_TEXTURE_GEN_S);
2211 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2212 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2213 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2214 glEnable(GL_TEXTURE_GEN_T);
2215 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2216 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2217 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2218 glEnable(GL_TEXTURE_GEN_R);
2219 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2220 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2221 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2224 break;
2226 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2228 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2229 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2230 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2231 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2232 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2233 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2235 glMatrixMode(GL_MODELVIEW);
2236 glPushMatrix();
2237 glLoadIdentity();
2238 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2239 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2240 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2241 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2242 glPopMatrix();
2244 glEnable(GL_TEXTURE_GEN_S);
2245 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2246 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2247 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2248 glEnable(GL_TEXTURE_GEN_T);
2249 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2250 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2251 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2252 glEnable(GL_TEXTURE_GEN_R);
2253 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2254 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2255 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2258 break;
2260 /* Unhandled types: */
2261 default:
2262 /* Todo: */
2263 /* ? disable GL_TEXTURE_GEN_n ? */
2264 glDisable(GL_TEXTURE_GEN_S);
2265 glDisable(GL_TEXTURE_GEN_T);
2266 glDisable(GL_TEXTURE_GEN_R);
2267 glDisable(GL_TEXTURE_GEN_Q);
2268 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2269 break;
2272 /* Update the texture matrix */
2273 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2274 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2277 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2278 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2279 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2280 * and do all the things linked to it
2281 * TODO: Tidy that up to reload only the arrays of the changed unit
2283 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2285 unloadTexCoords(stateblock);
2286 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2290 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2291 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2293 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2294 * has an update pending
2296 if(isStateDirty(context, STATE_VDECL) ||
2297 isStateDirty(context, STATE_PIXELSHADER)) {
2298 return;
2301 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2304 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2305 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2306 union {
2307 DWORD d;
2308 float f;
2309 } tmpvalue;
2311 if(stateblock->pixelShader && stage != 0 &&
2312 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2313 /* The pixel shader has to know the luminance scale. Do a constants update if it
2314 * isn't scheduled anyway
2316 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2317 !isStateDirty(context, STATE_PIXELSHADER)) {
2318 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2322 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2323 if(tmpvalue.f != 0.0) {
2324 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2328 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2329 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2330 union {
2331 DWORD d;
2332 float f;
2333 } tmpvalue;
2335 if(stateblock->pixelShader && stage != 0 &&
2336 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2337 /* The pixel shader has to know the luminance offset. Do a constants update if it
2338 * isn't scheduled anyway
2340 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2341 !isStateDirty(context, STATE_PIXELSHADER)) {
2342 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2346 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2347 if(tmpvalue.f != 0.0) {
2348 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2352 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2353 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2355 if(stage >= GL_LIMITS(texture_stages)) {
2356 return;
2359 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2360 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2364 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2365 DWORD sampler = state - STATE_SAMPLER(0);
2366 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2367 union {
2368 float f;
2369 DWORD d;
2370 } tmpvalue;
2372 TRACE("Sampler: %d\n", sampler);
2373 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2374 * only has to bind textures and set the per texture states
2377 if (mapped_stage == -1) {
2378 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2379 return;
2382 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2383 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2384 return;
2386 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2387 checkGLcall("glActiveTextureARB");
2388 } else if (sampler > 0) {
2389 /* We can't do anything here */
2390 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2391 return;
2394 if(stateblock->textures[sampler]) {
2395 BOOL texIsPow2 = FALSE;
2397 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2398 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2399 * scaling is reapplied or removed, the texture matrix has to be reapplied
2401 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2402 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
2403 stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
2404 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0 ||
2405 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[5] != 1.0 ) {
2406 texIsPow2 = TRUE;
2408 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2409 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0) {
2410 texIsPow2 = TRUE;
2414 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2415 context->lastWasPow2Texture[sampler] = texIsPow2;
2416 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2420 IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
2421 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2423 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2424 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2425 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2426 GL_TEXTURE_LOD_BIAS_EXT,
2427 tmpvalue.f);
2428 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
2431 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2432 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2433 /* Using a pixel shader? Verify the sampler types */
2435 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2436 * dimensions because the shader knows from which texture type to sample from. For the sake of
2437 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2438 * dimensions. This should make wrong sampling sources visible :-)
2440 glEnable(stateblock->textureDimensions[sampler]);
2441 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2442 } else if(sampler < stateblock->lowest_disabled_stage) {
2443 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2444 activate_dimensions(sampler, stateblock, context);
2447 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2448 /* If color keying is enabled update the alpha test, it depends on the existence
2449 * of a color key in stage 0
2451 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2454 } else if(mapped_stage < GL_LIMITS(textures)) {
2455 if(sampler < stateblock->lowest_disabled_stage) {
2456 /* TODO: What should I do with pixel shaders here ??? */
2457 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2458 activate_dimensions(sampler, stateblock, context);
2461 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2462 /* If color keying is enabled update the alpha test, it depends on the existence
2463 * of a color key in stage 0
2465 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2467 } /* Otherwise tex_colorop disables the stage */
2468 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2469 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2473 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2474 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2475 BOOL use_pshader = use_ps(device);
2476 BOOL use_vshader = use_vs(device);
2477 BOOL update_fog = FALSE;
2478 int i;
2480 if (use_pshader) {
2481 if(!context->last_was_pshader) {
2482 /* Former draw without a pixel shader, some samplers
2483 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2484 * make sure to enable them
2486 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2487 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2488 sampler(STATE_SAMPLER(i), stateblock, context);
2491 update_fog = TRUE;
2492 } else {
2493 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2494 * if a different texture was bound. I don't have to do anything.
2498 /* Compile and bind the shader */
2499 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2500 } else {
2501 /* Disabled the pixel shader - color ops weren't applied
2502 * while it was enabled, so re-apply them.
2504 for(i=0; i < MAX_TEXTURES; i++) {
2505 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2506 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2509 if(context->last_was_pshader)
2510 update_fog = TRUE;
2513 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2514 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2516 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2517 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2521 if(update_fog)
2522 state_fog(state, stateblock, context);
2524 context->last_was_pshader = use_pshader;
2527 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2528 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2530 if(stateblock->pixelShader && stage != 0 &&
2531 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2532 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2533 * anyway
2535 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2536 !isStateDirty(context, STATE_PIXELSHADER)) {
2537 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2541 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2542 if(stage >= GL_LIMITS(texture_stages)) {
2543 WARN("Bump env matrix of unsupported stage set\n");
2544 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2545 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2546 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2548 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2549 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2550 checkGLcall("glTexBumpParameterfvATI");
2552 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2553 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2554 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2555 * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2556 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2557 * for stage + 1. Keep the nvrc tex unit mapping in mind too
2559 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2561 if(mapped_stage < GL_LIMITS(textures)) {
2562 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2563 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2565 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2566 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2567 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
2572 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2573 /* This function is called by transform_view below if the view matrix was changed too
2575 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2576 * does not always update the world matrix, only on a switch between transformed
2577 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
2578 * draw, but that should be rather rare and cheaper in total.
2580 glMatrixMode(GL_MODELVIEW);
2581 checkGLcall("glMatrixMode");
2583 if(context->last_was_rhw) {
2584 glLoadIdentity();
2585 checkGLcall("glLoadIdentity()");
2586 } else {
2587 /* In the general case, the view matrix is the identity matrix */
2588 if (stateblock->wineD3DDevice->view_ident) {
2589 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2590 checkGLcall("glLoadMatrixf");
2591 } else {
2592 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2593 checkGLcall("glLoadMatrixf");
2594 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2595 checkGLcall("glMultMatrixf");
2600 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2601 UINT index = state - STATE_CLIPPLANE(0);
2603 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2604 return;
2607 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2608 glMatrixMode(GL_MODELVIEW);
2609 glPushMatrix();
2610 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2612 TRACE("Clipplane [%f,%f,%f,%f]\n",
2613 stateblock->clipplane[index][0],
2614 stateblock->clipplane[index][1],
2615 stateblock->clipplane[index][2],
2616 stateblock->clipplane[index][3]);
2617 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2618 checkGLcall("glClipPlane");
2620 glPopMatrix();
2623 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2624 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2625 GLenum glMat;
2626 TRACE("Setting world matrix %d\n", matrix);
2628 if(matrix >= GL_LIMITS(blends)) {
2629 WARN("Unsupported blend matrix set\n");
2630 return;
2631 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2632 return;
2635 /* GL_MODELVIEW0_ARB: 0x1700
2636 * GL_MODELVIEW1_ARB: 0x0x850a
2637 * GL_MODELVIEW2_ARB: 0x8722
2638 * GL_MODELVIEW3_ARB: 0x8723
2639 * etc
2640 * GL_MODELVIEW31_ARB: 0x873F
2642 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2643 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2645 glMatrixMode(glMat);
2646 checkGLcall("glMatrixMode(glMat)");
2648 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2649 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2651 if(stateblock->wineD3DDevice->view_ident) {
2652 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2653 checkGLcall("glLoadMatrixf")
2654 } else {
2655 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2656 checkGLcall("glLoadMatrixf")
2657 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2658 checkGLcall("glMultMatrixf")
2662 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2663 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2665 switch(val) {
2666 case WINED3DVBF_1WEIGHTS:
2667 case WINED3DVBF_2WEIGHTS:
2668 case WINED3DVBF_3WEIGHTS:
2669 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2670 glEnable(GL_VERTEX_BLEND_ARB);
2671 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2673 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2674 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2676 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2678 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2679 int i;
2680 for(i = 1; i < GL_LIMITS(blends); i++) {
2681 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2682 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2685 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2687 } else {
2688 static BOOL once = FALSE;
2689 if(!once) {
2690 once = TRUE;
2691 /* TODO: Implement vertex blending in drawStridedSlow */
2692 FIXME("Vertex blending enabled, but not supported by hardware\n");
2695 break;
2697 case WINED3DVBF_DISABLE:
2698 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2699 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2700 glDisable(GL_VERTEX_BLEND_ARB);
2701 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2702 } else {
2703 TRACE("Vertex blending disabled\n");
2705 break;
2707 case WINED3DVBF_TWEENING:
2708 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2709 * vertex weights in the vertices?
2710 * For now we don't report that as supported, so a warn should suffice
2712 WARN("Tweening not supported yet\n");
2713 break;
2717 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2718 unsigned int k;
2720 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2721 * NOTE: We have to reset the positions even if the light/plane is not currently
2722 * enabled, since the call to enable it will not reset the position.
2723 * NOTE2: Apparently texture transforms do NOT need reapplying
2726 PLIGHTINFOEL *light = NULL;
2728 glMatrixMode(GL_MODELVIEW);
2729 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2730 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2731 checkGLcall("glLoadMatrixf(...)");
2733 /* Reset lights. TODO: Call light apply func */
2734 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2735 light = stateblock->activeLights[k];
2736 if(!light) continue;
2737 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2738 checkGLcall("glLightfv posn");
2739 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2740 checkGLcall("glLightfv dirn");
2743 /* Reset Clipping Planes */
2744 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2745 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2746 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2750 if(context->last_was_rhw) {
2751 glLoadIdentity();
2752 checkGLcall("glLoadIdentity()");
2753 /* No need to update the world matrix, the identity is fine */
2754 return;
2757 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2758 * No need to do it here if the state is scheduled for update.
2760 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2761 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2764 /* Avoid looping over a number of matrices if the app never used the functionality */
2765 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2766 for(k = 1; k < GL_LIMITS(blends); k++) {
2767 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2768 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2774 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2775 glMatrixMode(GL_PROJECTION);
2776 checkGLcall("glMatrixMode(GL_PROJECTION)");
2777 glLoadIdentity();
2778 checkGLcall("glLoadIdentity");
2780 if(context->last_was_rhw) {
2781 double X, Y, height, width, minZ, maxZ;
2783 X = stateblock->viewport.X;
2784 Y = stateblock->viewport.Y;
2785 height = stateblock->viewport.Height;
2786 width = stateblock->viewport.Width;
2787 minZ = stateblock->viewport.MinZ;
2788 maxZ = stateblock->viewport.MaxZ;
2790 if(!stateblock->wineD3DDevice->untransformed) {
2791 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2792 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2793 * suppress depth clipping. This can be done because it is an orthogonal projection and
2794 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
2795 * Persia 3D need this.
2797 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
2798 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
2799 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
2800 * to the viewer.
2802 * Also note that this breaks z comparison against z values filled in with clear,
2803 * but no app depending on that and disabled clipping has been found yet. Comparing
2804 * primitives against themselves works, so the Z buffer is still intact for normal hidden
2805 * surface removal.
2807 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
2808 * but this would break Z buffer operation. Raising the range to something less than
2809 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
2810 * problem either.
2812 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2813 if(stateblock->wineD3DDevice->render_offscreen) {
2814 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2815 } else {
2816 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2818 } else {
2819 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2820 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2821 * unmodified to opengl.
2823 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2824 * replacement shader.
2826 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2827 if(stateblock->wineD3DDevice->render_offscreen) {
2828 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
2829 } else {
2830 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
2833 checkGLcall("glOrtho");
2835 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
2836 glTranslatef(0.5, 0.5, 0);
2837 checkGLcall("glTranslatef(0.5, 0.5, 0)");
2838 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2839 * render everything upside down when rendering offscreen. */
2840 if (stateblock->wineD3DDevice->render_offscreen) {
2841 glScalef(1.0, -1.0, 1.0);
2842 checkGLcall("glScalef");
2844 } else {
2845 /* The rule is that the window coordinate 0 does not correspond to the
2846 beginning of the first pixel, but the center of the first pixel.
2847 As a consequence if you want to correctly draw one line exactly from
2848 the left to the right end of the viewport (with all matrices set to
2849 be identity), the x coords of both ends of the line would be not
2850 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2851 instead.
2853 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
2854 divide by the Width/Height, so we need the half range(1.0) to translate by
2855 half a pixel.
2857 The other fun is that d3d's output z range after the transformation is [0;1],
2858 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
2859 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
2860 of Z buffer precision and the clear values do not match in the z test. Thus scale
2861 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
2863 glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
2864 checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
2865 if (stateblock->wineD3DDevice->render_offscreen) {
2866 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2867 * render everything upside down when rendering offscreen. */
2868 glScalef(1.0, -1.0, 2.0);
2869 } else {
2870 glScalef(1.0, 1.0, 2.0);
2872 checkGLcall("glScalef");
2874 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2875 checkGLcall("glLoadMatrixf");
2879 /* This should match any arrays loaded in loadVertexData.
2880 * stateblock impl is required for GL_SUPPORT
2881 * TODO: Only load / unload arrays if we have to.
2883 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2884 glDisableClientState(GL_VERTEX_ARRAY);
2885 glDisableClientState(GL_NORMAL_ARRAY);
2886 glDisableClientState(GL_COLOR_ARRAY);
2887 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2888 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2890 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2891 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2892 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2893 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2895 unloadTexCoords(stateblock);
2898 /* This should match any arrays loaded in loadNumberedArrays
2899 * TODO: Only load / unload arrays if we have to.
2901 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2902 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2903 GLint maxAttribs;
2904 int i;
2906 /* Leave all the attribs disabled */
2907 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2908 /* MESA does not support it right not */
2909 if (glGetError() != GL_NO_ERROR)
2910 maxAttribs = 16;
2911 for (i = 0; i < maxAttribs; ++i) {
2912 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2913 checkGLcall("glDisableVertexAttribArrayARB(reg)");
2917 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2918 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2919 int i;
2920 UINT *offset = stateblock->streamOffset;
2921 IWineD3DVertexBufferImpl *vb;
2922 DWORD_PTR shift_index;
2924 /* Default to no instancing */
2925 stateblock->wineD3DDevice->instancedDraw = FALSE;
2927 for (i = 0; i < MAX_ATTRIBS; i++) {
2929 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2930 continue;
2932 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2933 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2934 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2935 stateblock->wineD3DDevice->instancedDraw = TRUE;
2936 continue;
2939 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2941 if(strided->u.input[i].dwStride) {
2942 if(curVBO != strided->u.input[i].VBO) {
2943 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2944 checkGLcall("glBindBufferARB");
2945 curVBO = strided->u.input[i].VBO;
2947 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2948 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
2949 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
2950 * vbo we won't be load converted attributes anyway
2952 if(curVBO && vb->conv_shift) {
2953 TRACE("Loading attribute from shifted buffer\n");
2954 TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
2955 TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
2956 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
2957 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
2958 shift_index = shift_index % strided->u.input[i].dwStride;
2959 GL_EXTCALL(glVertexAttribPointerARB(i,
2960 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2961 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2962 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2963 vb->conv_stride,
2965 strided->u.input[i].lpData + vb->conv_shift[shift_index] +
2966 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
2967 offset[strided->u.input[i].streamNo]));
2969 } else {
2970 GL_EXTCALL(glVertexAttribPointerARB(i,
2971 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2972 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2973 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2974 strided->u.input[i].dwStride,
2976 strided->u.input[i].lpData +
2977 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
2978 offset[strided->u.input[i].streamNo]) );
2980 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2981 } else {
2982 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2983 * set up the attribute statically. But we have to figure out the system memory address.
2985 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2986 if(strided->u.input[i].VBO) {
2987 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2988 ptr += (long) vb->resource.allocatedMemory;
2990 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2992 switch(strided->u.input[i].dwType) {
2993 case WINED3DDECLTYPE_FLOAT1:
2994 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2995 break;
2996 case WINED3DDECLTYPE_FLOAT2:
2997 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2998 break;
2999 case WINED3DDECLTYPE_FLOAT3:
3000 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
3001 break;
3002 case WINED3DDECLTYPE_FLOAT4:
3003 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
3004 break;
3006 case WINED3DDECLTYPE_UBYTE4:
3007 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3008 break;
3009 case WINED3DDECLTYPE_UBYTE4N:
3010 case WINED3DDECLTYPE_D3DCOLOR:
3011 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3012 break;
3014 case WINED3DDECLTYPE_SHORT2:
3015 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
3016 break;
3017 case WINED3DDECLTYPE_SHORT4:
3018 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
3019 break;
3021 case WINED3DDECLTYPE_SHORT2N:
3023 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
3024 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
3025 break;
3027 case WINED3DDECLTYPE_USHORT2N:
3029 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
3030 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
3031 break;
3033 case WINED3DDECLTYPE_SHORT4N:
3034 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
3035 break;
3036 case WINED3DDECLTYPE_USHORT4N:
3037 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
3038 break;
3040 case WINED3DDECLTYPE_UDEC3:
3041 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
3042 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
3043 break;
3044 case WINED3DDECLTYPE_DEC3N:
3045 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
3046 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
3047 break;
3049 case WINED3DDECLTYPE_FLOAT16_2:
3050 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
3051 * byte float according to the IEEE standard
3053 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
3054 break;
3055 case WINED3DDECLTYPE_FLOAT16_4:
3056 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
3057 break;
3059 case WINED3DDECLTYPE_UNUSED:
3060 default:
3061 ERR("Unexpected declaration in stride 0 attributes\n");
3062 break;
3067 checkGLcall("Loading numbered arrays");
3070 /* Used from 2 different functions, and too big to justify making it inlined */
3071 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
3072 UINT *offset = stateblock->streamOffset;
3073 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3075 TRACE("Using fast vertex array code\n");
3077 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
3078 stateblock->wineD3DDevice->instancedDraw = FALSE;
3080 /* Blend Data ---------------------------------------------- */
3081 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
3082 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
3084 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3085 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3086 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3088 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
3089 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
3091 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
3093 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
3094 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
3095 sd->u.s.blendWeights.dwStride,
3096 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
3098 if(curVBO != sd->u.s.blendWeights.VBO) {
3099 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
3100 checkGLcall("glBindBufferARB");
3101 curVBO = sd->u.s.blendWeights.VBO;
3104 GL_EXTCALL(glWeightPointerARB)(
3105 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3106 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
3107 sd->u.s.blendWeights.dwStride,
3108 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3110 checkGLcall("glWeightPointerARB");
3112 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
3113 static BOOL showfixme = TRUE;
3114 if(showfixme){
3115 FIXME("blendMatrixIndices support\n");
3116 showfixme = FALSE;
3119 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
3120 /* FIXME("TODO\n");*/
3121 #if 0
3123 GL_EXTCALL(glVertexWeightPointerEXT)(
3124 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3125 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
3126 sd->u.s.blendWeights.dwStride,
3127 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
3128 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
3129 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
3130 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
3131 #endif
3133 } else {
3134 /* TODO: support blends in drawStridedSlow
3135 * No need to write a FIXME here, this is done after the general vertex decl decoding
3137 WARN("unsupported blending in openGl\n");
3139 } else {
3140 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3141 static const GLbyte one = 1;
3142 GL_EXTCALL(glWeightbvARB(1, &one));
3143 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
3147 #if 0 /* FOG ----------------------------------------------*/
3148 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
3149 /* TODO: fog*/
3150 if (GL_SUPPORT(EXT_FOG_COORD) {
3151 glEnableClientState(GL_FOG_COORDINATE_EXT);
3152 (GL_EXTCALL)(FogCoordPointerEXT)(
3153 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
3154 sd->u.s.fog.dwStride,
3155 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
3156 } else {
3157 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
3158 /* FIXME: fixme once */
3159 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
3161 } else {
3162 if (GL_SUPPRT(EXT_FOR_COORD) {
3163 /* make sure fog is disabled */
3164 glDisableClientState(GL_FOG_COORDINATE_EXT);
3167 #endif
3169 #if 0 /* tangents ----------------------------------------------*/
3170 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
3171 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3172 /* TODO: tangents*/
3173 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3174 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
3175 glEnable(GL_TANGENT_ARRAY_EXT);
3176 (GL_EXTCALL)(TangentPointerEXT)(
3177 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
3178 sd->u.s.tangent.dwStride,
3179 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
3180 } else {
3181 glDisable(GL_TANGENT_ARRAY_EXT);
3183 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3184 glEnable(GL_BINORMAL_ARRAY_EXT);
3185 (GL_EXTCALL)(BinormalPointerEXT)(
3186 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
3187 sd->u.s.binormal.dwStride,
3188 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
3189 } else{
3190 glDisable(GL_BINORMAL_ARRAY_EXT);
3193 } else {
3194 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
3195 /* FIXME: fixme once */
3196 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
3198 } else {
3199 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3200 /* make sure fog is disabled */
3201 glDisable(GL_TANGENT_ARRAY_EXT);
3202 glDisable(GL_BINORMAL_ARRAY_EXT);
3205 #endif
3207 /* Point Size ----------------------------------------------*/
3208 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
3210 /* no such functionality in the fixed function GL pipeline */
3211 TRACE("Cannot change ptSize here in openGl\n");
3212 /* TODO: Implement this function in using shaders if they are available */
3216 /* Vertex Pointers -----------------------------------------*/
3217 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
3218 /* Note dwType == float3 or float4 == 2 or 3 */
3219 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
3220 sd->u.s.position.dwStride,
3221 sd->u.s.position.dwType + 1,
3222 sd->u.s.position.lpData));
3224 if(curVBO != sd->u.s.position.VBO) {
3225 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
3226 checkGLcall("glBindBufferARB");
3227 curVBO = sd->u.s.position.VBO;
3230 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
3231 handling for rhw mode should not impact screen position whereas in GL it does.
3232 This may result in very slightly distorted textures in rhw mode.
3233 There's always the other option of fixing the view matrix to
3234 prevent w from having any effect.
3236 This only applies to user pointer sources, in VBOs the vertices are fixed up
3238 if(sd->u.s.position.VBO == 0) {
3239 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
3240 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3241 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3242 } else {
3243 glVertexPointer(
3244 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
3245 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3246 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3248 checkGLcall("glVertexPointer(...)");
3249 glEnableClientState(GL_VERTEX_ARRAY);
3250 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
3253 /* Normals -------------------------------------------------*/
3254 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
3255 /* Note dwType == float3 or float4 == 2 or 3 */
3256 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
3257 sd->u.s.normal.dwStride,
3258 sd->u.s.normal.lpData));
3259 if(curVBO != sd->u.s.normal.VBO) {
3260 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
3261 checkGLcall("glBindBufferARB");
3262 curVBO = sd->u.s.normal.VBO;
3264 glNormalPointer(
3265 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
3266 sd->u.s.normal.dwStride,
3267 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
3268 checkGLcall("glNormalPointer(...)");
3269 glEnableClientState(GL_NORMAL_ARRAY);
3270 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
3272 } else {
3273 glNormal3f(0, 0, 0);
3274 checkGLcall("glNormal3f(0, 0, 0)");
3277 /* Diffuse Colour --------------------------------------------*/
3278 /* WARNING: Data here MUST be in RGBA format, so cannot */
3279 /* go directly into fast mode from app pgm, because */
3280 /* directx requires data in BGRA format. */
3281 /* currently fixupVertices swizzles the format, but this isn't*/
3282 /* very practical when using VBOS */
3283 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
3284 /* , or the user doesn't care and wants the speed advantage */
3286 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
3287 /* Note dwType == float3 or float4 == 2 or 3 */
3288 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3289 sd->u.s.diffuse.dwStride,
3290 sd->u.s.diffuse.lpData));
3292 if(curVBO != sd->u.s.diffuse.VBO) {
3293 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
3294 checkGLcall("glBindBufferARB");
3295 curVBO = sd->u.s.diffuse.VBO;
3298 glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
3299 WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
3300 sd->u.s.diffuse.dwStride,
3301 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3302 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3303 glEnableClientState(GL_COLOR_ARRAY);
3304 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3306 } else {
3307 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3308 checkGLcall("glColor4f(1, 1, 1, 1)");
3311 /* Specular Colour ------------------------------------------*/
3312 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3313 TRACE("setting specular colour\n");
3314 /* Note dwType == float3 or float4 == 2 or 3 */
3315 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3316 sd->u.s.specular.dwStride,
3317 sd->u.s.specular.lpData));
3318 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3319 if(curVBO != sd->u.s.specular.VBO) {
3320 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3321 checkGLcall("glBindBufferARB");
3322 curVBO = sd->u.s.specular.VBO;
3324 GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
3325 WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
3326 sd->u.s.specular.dwStride,
3327 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3328 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3329 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3330 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3331 } else {
3333 /* Missing specular color is not critical, no warnings */
3334 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3337 } else {
3338 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3339 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3340 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3341 } else {
3343 /* Missing specular color is not critical, no warnings */
3344 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3348 /* Texture coords -------------------------------------------*/
3349 loadTexCoords(stateblock, sd, &curVBO);
3352 static inline void drawPrimitiveTraceDataLocations(
3353 WineDirect3DVertexStridedData *dataLocations) {
3355 /* Dump out what parts we have supplied */
3356 TRACE("Strided Data:\n");
3357 TRACE_STRIDED((dataLocations), position);
3358 TRACE_STRIDED((dataLocations), blendWeights);
3359 TRACE_STRIDED((dataLocations), blendMatrixIndices);
3360 TRACE_STRIDED((dataLocations), normal);
3361 TRACE_STRIDED((dataLocations), pSize);
3362 TRACE_STRIDED((dataLocations), diffuse);
3363 TRACE_STRIDED((dataLocations), specular);
3364 TRACE_STRIDED((dataLocations), texCoords[0]);
3365 TRACE_STRIDED((dataLocations), texCoords[1]);
3366 TRACE_STRIDED((dataLocations), texCoords[2]);
3367 TRACE_STRIDED((dataLocations), texCoords[3]);
3368 TRACE_STRIDED((dataLocations), texCoords[4]);
3369 TRACE_STRIDED((dataLocations), texCoords[5]);
3370 TRACE_STRIDED((dataLocations), texCoords[6]);
3371 TRACE_STRIDED((dataLocations), texCoords[7]);
3372 TRACE_STRIDED((dataLocations), position2);
3373 TRACE_STRIDED((dataLocations), normal2);
3374 TRACE_STRIDED((dataLocations), tangent);
3375 TRACE_STRIDED((dataLocations), binormal);
3376 TRACE_STRIDED((dataLocations), tessFactor);
3377 TRACE_STRIDED((dataLocations), fog);
3378 TRACE_STRIDED((dataLocations), depth);
3379 TRACE_STRIDED((dataLocations), sample);
3381 return;
3384 /* Helper for vertexdeclaration() */
3385 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3386 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3387 BOOL fixup = FALSE;
3388 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3390 if(device->up_strided) {
3391 /* Note: this is a ddraw fixed-function code path */
3392 TRACE("================ Strided Input ===================\n");
3393 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3395 if(TRACE_ON(d3d)) {
3396 drawPrimitiveTraceDataLocations(dataLocations);
3398 } else {
3399 /* Note: This is a fixed function or shader codepath.
3400 * This means it must handle both types of strided data.
3401 * Shaders must go through here to zero the strided data, even if they
3402 * don't set any declaration at all
3404 TRACE("================ Vertex Declaration ===================\n");
3405 memset(dataLocations, 0, sizeof(*dataLocations));
3406 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3407 useVertexShaderFunction, dataLocations, &fixup);
3410 if (dataLocations->u.s.position_transformed) {
3411 useVertexShaderFunction = FALSE;
3414 /* Unload the old arrays before loading the new ones to get old junk out */
3415 if(context->numberedArraysLoaded) {
3416 unloadNumberedArrays(stateblock);
3417 context->numberedArraysLoaded = FALSE;
3419 if(context->namedArraysLoaded) {
3420 unloadVertexData(stateblock);
3421 context->namedArraysLoaded = FALSE;
3424 if(useVertexShaderFunction) {
3425 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
3426 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
3427 device->useDrawStridedSlow = TRUE;
3428 context->numberedArraysLoaded = FALSE;
3429 } else {
3430 TRACE("Loading numbered arrays\n");
3431 loadNumberedArrays(stateblock, dataLocations);
3432 device->useDrawStridedSlow = FALSE;
3433 context->numberedArraysLoaded = TRUE;
3435 } else if (fixup ||
3436 (dataLocations->u.s.pSize.lpData == NULL &&
3437 dataLocations->u.s.diffuse.lpData == NULL &&
3438 dataLocations->u.s.specular.lpData == NULL)) {
3439 /* Load the vertex data using named arrays */
3440 TRACE("Loading vertex data\n");
3441 loadVertexData(stateblock, dataLocations);
3442 device->useDrawStridedSlow = FALSE;
3443 context->namedArraysLoaded = TRUE;
3444 } else {
3445 TRACE("Not loading vertex data\n");
3446 device->useDrawStridedSlow = TRUE;
3449 /* Generate some fixme's if unsupported functionality is being used */
3450 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3451 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3452 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3453 FIXME("Tweening is only valid with vertex shaders\n");
3455 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3456 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3458 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3459 FIXME("Extended attributes are only valid with vertex shaders\n");
3461 #undef BUFFER_OR_DATA
3464 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3465 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3466 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3467 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3468 BOOL transformed;
3469 /* Some stuff is in the device until we have per context tracking */
3470 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3471 BOOL wasrhw = context->last_was_rhw;
3473 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3474 * here simply check whether a shader was set, or the user disabled shaders
3476 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3477 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3478 useVertexShaderFunction = TRUE;
3480 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3481 updateFog = TRUE;
3483 } else if(context->last_was_foggy_shader) {
3484 updateFog = TRUE;
3487 handleStreams(stateblock, useVertexShaderFunction, context);
3489 transformed = device->strided_streams.u.s.position_transformed;
3490 if (transformed) useVertexShaderFunction = FALSE;
3492 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3493 updateFog = TRUE;
3496 /* Reapply lighting if it is not scheduled for reapplication already */
3497 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3498 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3501 if (transformed) {
3502 context->last_was_rhw = TRUE;
3503 } else {
3505 /* Untransformed, so relies on the view and projection matrices */
3506 context->last_was_rhw = FALSE;
3507 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3508 device->untransformed = TRUE;
3510 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3511 * Not needed as long as only hw shaders are supported
3514 /* This sets the shader output position correction constants.
3515 * TODO: Move to the viewport state
3517 if (useVertexShaderFunction) {
3518 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3519 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
3523 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3524 * off this function will be called again anyway to make sure they're properly set
3526 if(!useVertexShaderFunction) {
3527 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3528 * or transformed / untransformed was switched
3530 if(wasrhw != context->last_was_rhw &&
3531 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3532 !isStateDirty(context, STATE_VIEWPORT)) {
3533 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3535 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3536 * mode.
3538 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3539 * this check will fail and the matrix not applied again. This is OK because a simple
3540 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3541 * needs of the vertex declaration.
3543 * World and view matrix go into the same gl matrix, so only apply them when neither is
3544 * dirty
3546 if(transformed != wasrhw &&
3547 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3548 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3549 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3552 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3553 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3556 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3557 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3559 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
3560 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
3562 } else {
3563 /* We compile the shader here because we need the vertex declaration
3564 * in order to determine if we need to do any swizzling for D3DCOLOR
3565 * registers. If the shader is already compiled this call will do nothing. */
3566 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3568 if(!context->last_was_vshader) {
3569 int i;
3570 static BOOL warned = FALSE;
3571 /* Disable all clip planes to get defined results on all drivers. See comment in the
3572 * state_clipping state handler
3574 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3575 glDisable(GL_CLIP_PLANE0 + i);
3576 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3579 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3580 FIXME("Clipping not supported with vertex shaders\n");
3581 warned = TRUE;
3583 if(wasrhw) {
3584 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
3585 * shaders themselves do not need it, but the matrices are not reapplied automatically when
3586 * switching back from vertex shaders to fixed function processing. So make sure we leave the
3587 * fixed function vertex processing states back in a sane state before switching to shaders
3589 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3590 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3592 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3593 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3599 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3600 * application
3602 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3603 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3605 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3606 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3610 context->last_was_vshader = useVertexShaderFunction;
3612 if(updateFog) {
3613 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3615 if(!useVertexShaderFunction) {
3616 int i;
3617 for(i = 0; i < MAX_TEXTURES; i++) {
3618 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
3619 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
3625 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3626 UINT width, height;
3627 IWineD3DSurfaceImpl *target;
3629 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3630 checkGLcall("glDepthRange");
3631 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3633 if(stateblock->wineD3DDevice->render_offscreen) {
3634 glViewport(stateblock->viewport.X,
3635 stateblock->viewport.Y,
3636 stateblock->viewport.Width, stateblock->viewport.Height);
3637 } else {
3638 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
3639 target->get_drawable_size(target, &width, &height);
3641 glViewport(stateblock->viewport.X,
3642 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3643 stateblock->viewport.Width, stateblock->viewport.Height);
3646 checkGLcall("glViewport");
3648 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
3649 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
3650 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3651 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3653 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
3654 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
3658 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3659 UINT Index = state - STATE_ACTIVELIGHT(0);
3660 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3662 if(!lightInfo) {
3663 glDisable(GL_LIGHT0 + Index);
3664 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3665 } else {
3666 float quad_att;
3667 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3669 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3670 glMatrixMode(GL_MODELVIEW);
3671 glPushMatrix();
3672 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3674 /* Diffuse: */
3675 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3676 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3677 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3678 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3679 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3680 checkGLcall("glLightfv");
3682 /* Specular */
3683 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3684 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3685 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3686 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3687 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3688 checkGLcall("glLightfv");
3690 /* Ambient */
3691 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3692 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3693 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3694 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3695 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3696 checkGLcall("glLightfv");
3698 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3699 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3700 } else {
3701 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3704 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3705 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3706 * Attenuation0 to NaN and crashes in the gl lib
3709 switch (lightInfo->OriginalParms.Type) {
3710 case WINED3DLIGHT_POINT:
3711 /* Position */
3712 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3713 checkGLcall("glLightfv");
3714 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3715 checkGLcall("glLightf");
3716 /* Attenuation - Are these right? guessing... */
3717 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3718 checkGLcall("glLightf");
3719 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3720 checkGLcall("glLightf");
3721 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3722 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3723 checkGLcall("glLightf");
3724 /* FIXME: Range */
3725 break;
3727 case WINED3DLIGHT_SPOT:
3728 /* Position */
3729 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3730 checkGLcall("glLightfv");
3731 /* Direction */
3732 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3733 checkGLcall("glLightfv");
3734 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3735 checkGLcall("glLightf");
3736 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3737 checkGLcall("glLightf");
3738 /* Attenuation - Are these right? guessing... */
3739 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3740 checkGLcall("glLightf");
3741 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3742 checkGLcall("glLightf");
3743 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3744 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3745 checkGLcall("glLightf");
3746 /* FIXME: Range */
3747 break;
3749 case WINED3DLIGHT_DIRECTIONAL:
3750 /* Direction */
3751 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3752 checkGLcall("glLightfv");
3753 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3754 checkGLcall("glLightf");
3755 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3756 checkGLcall("glLightf");
3757 break;
3759 default:
3760 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3763 /* Restore the modelview matrix */
3764 glPopMatrix();
3766 glEnable(GL_LIGHT0 + Index);
3767 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3770 return;
3773 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3774 RECT *pRect = &stateblock->scissorRect;
3775 UINT height;
3776 UINT width;
3777 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
3779 target->get_drawable_size(target, &width, &height);
3780 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3781 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3783 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
3784 pRect->right - pRect->left, pRect->bottom - pRect->top);
3786 if (stateblock->wineD3DDevice->render_offscreen) {
3787 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3788 } else {
3789 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3791 checkGLcall("glScissor");
3794 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3795 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3796 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3797 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3798 } else {
3799 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3800 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3805 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3806 if(stateblock->wineD3DDevice->render_offscreen) {
3807 glFrontFace(GL_CCW);
3808 checkGLcall("glFrontFace(GL_CCW)");
3809 } else {
3810 glFrontFace(GL_CW);
3811 checkGLcall("glFrontFace(GL_CW)");
3815 const struct StateEntry StateTable[] =
3817 /* State name representative, apply function */
3818 { /* 0, Undefined */ 0, state_undefined },
3819 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3820 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3821 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3822 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3823 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3824 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3825 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3826 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3827 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3828 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3829 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3830 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3831 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3832 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3833 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3834 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3835 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3836 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3837 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3838 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3839 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3840 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3841 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3842 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3843 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3844 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3845 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3846 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3847 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3848 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3849 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3850 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3851 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3852 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3853 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3854 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3855 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3856 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3857 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3858 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3859 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3860 { /* 42, undefined */ 0, state_undefined },
3861 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3862 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3863 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3864 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3865 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3866 { /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog },
3867 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3868 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3869 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3870 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3871 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3872 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3873 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3874 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3875 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3876 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3877 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3878 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3879 { /* 61, Undefined */ 0, state_undefined },
3880 { /* 62, Undefined */ 0, state_undefined },
3881 { /* 63, Undefined */ 0, state_undefined },
3882 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3883 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3884 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3885 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3886 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3887 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3888 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3889 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3890 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3891 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3892 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3893 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3894 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3895 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3896 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3897 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3898 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3899 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3900 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3901 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3902 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3903 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3904 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3905 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3906 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3907 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3908 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3909 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3910 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3911 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3912 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3913 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3914 { /* 96, Undefined */ 0, state_undefined },
3915 { /* 97, Undefined */ 0, state_undefined },
3916 { /* 98, Undefined */ 0, state_undefined },
3917 { /* 99, Undefined */ 0, state_undefined },
3918 { /*100, Undefined */ 0, state_undefined },
3919 { /*101, Undefined */ 0, state_undefined },
3920 { /*102, Undefined */ 0, state_undefined },
3921 { /*103, Undefined */ 0, state_undefined },
3922 { /*104, Undefined */ 0, state_undefined },
3923 { /*105, Undefined */ 0, state_undefined },
3924 { /*106, Undefined */ 0, state_undefined },
3925 { /*107, Undefined */ 0, state_undefined },
3926 { /*108, Undefined */ 0, state_undefined },
3927 { /*109, Undefined */ 0, state_undefined },
3928 { /*110, Undefined */ 0, state_undefined },
3929 { /*111, Undefined */ 0, state_undefined },
3930 { /*112, Undefined */ 0, state_undefined },
3931 { /*113, Undefined */ 0, state_undefined },
3932 { /*114, Undefined */ 0, state_undefined },
3933 { /*115, Undefined */ 0, state_undefined },
3934 { /*116, Undefined */ 0, state_undefined },
3935 { /*117, Undefined */ 0, state_undefined },
3936 { /*118, Undefined */ 0, state_undefined },
3937 { /*119, Undefined */ 0, state_undefined },
3938 { /*120, Undefined */ 0, state_undefined },
3939 { /*121, Undefined */ 0, state_undefined },
3940 { /*122, Undefined */ 0, state_undefined },
3941 { /*123, Undefined */ 0, state_undefined },
3942 { /*124, Undefined */ 0, state_undefined },
3943 { /*125, Undefined */ 0, state_undefined },
3944 { /*126, Undefined */ 0, state_undefined },
3945 { /*127, Undefined */ 0, state_undefined },
3946 /* Big hole ends */
3947 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3948 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3949 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3950 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3951 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3952 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3953 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3954 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3955 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3956 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3957 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3958 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3959 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3960 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3961 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3962 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3963 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3964 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3965 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3966 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3967 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3968 { /*149, Undefined */ 0, state_undefined },
3969 { /*150, Undefined */ 0, state_undefined },
3970 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
3971 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3972 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3973 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3974 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3975 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3976 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3977 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3978 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3979 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3980 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3981 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3982 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3983 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3984 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3985 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3986 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3987 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3988 { /*169, Undefined */ 0, state_undefined },
3989 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3990 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3991 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3992 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3993 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3994 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3995 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3996 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3997 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3998 { /*177, undefined */ 0, state_undefined },
3999 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4000 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4001 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4002 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4003 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4004 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4005 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4006 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4007 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4008 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4009 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4010 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4011 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
4012 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
4013 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
4014 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
4015 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_PIXELSHADER, pixelshader },
4016 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
4017 { /*196, undefined */ 0, state_undefined },
4018 { /*197, undefined */ 0, state_undefined },
4019 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4020 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4021 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4022 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4023 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4024 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4025 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4026 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4027 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
4028 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
4029 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
4030 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
4031 /* Texture stage states */
4032 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
4033 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
4034 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
4035 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
4036 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
4037 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
4038 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4039 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4040 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4041 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4042 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4043 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4044 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4045 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4046 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4047 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4048 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4049 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4050 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4051 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4052 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4053 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4054 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4055 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
4056 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4057 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
4058 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
4059 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
4060 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4061 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4062 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4063 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4065 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4066 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4067 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4068 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4069 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4070 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4071 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4072 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4073 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4074 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4075 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4076 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4077 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4078 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4079 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4080 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4081 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4082 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4083 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4084 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4085 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4086 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4087 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4088 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4089 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4090 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4091 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4092 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
4093 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4094 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4095 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4096 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4098 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4099 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4100 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4101 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4102 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4103 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4104 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4105 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4106 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4107 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4108 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4109 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4110 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4111 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4112 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4113 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4114 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4115 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4116 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4117 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4118 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4119 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4120 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4121 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4122 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4123 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4124 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4125 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
4126 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4127 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4128 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4129 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4131 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4132 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4133 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4134 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4135 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4136 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4137 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4138 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4139 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4140 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4141 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4142 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4143 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4144 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4145 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4146 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4147 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4148 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4149 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4150 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4151 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4152 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4153 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4154 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4155 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4156 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4157 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4158 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
4159 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4160 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4161 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4162 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4164 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4165 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4166 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4167 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4168 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4169 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4170 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4171 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4172 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4173 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4174 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4175 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4176 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4177 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4178 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4179 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4180 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4181 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4182 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4183 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4184 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4185 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4186 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4187 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4188 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4189 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4190 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4191 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
4192 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4193 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4194 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4195 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4197 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4198 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4199 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4200 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4201 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4202 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4203 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4204 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4205 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4206 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4207 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4208 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4209 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4210 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4211 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4212 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4213 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4214 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4215 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4216 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4217 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4218 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4219 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4220 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4221 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4222 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4223 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4224 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
4225 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4226 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4227 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4228 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4230 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4231 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4232 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4233 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4234 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4235 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4236 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4237 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4238 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4239 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4240 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4241 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4242 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4243 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4244 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4245 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4246 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4247 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4248 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4249 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4250 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4251 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4252 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4253 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4254 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4255 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4256 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4257 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
4258 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4259 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4260 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4261 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4263 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4264 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4265 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4266 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4267 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4268 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4269 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4270 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4271 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4272 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4273 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4274 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4275 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4276 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4277 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4278 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4279 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4280 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4281 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4282 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4283 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4284 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4285 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4286 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4287 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4288 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4289 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4290 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
4291 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4292 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4293 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4294 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4295 /* Sampler states */
4296 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
4297 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
4298 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
4299 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
4300 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
4301 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
4302 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
4303 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
4304 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
4305 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
4306 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
4307 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
4308 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
4309 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
4310 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
4311 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
4312 { /*16, Vertex sampler 0 */ STATE_SAMPLER(16), sampler },
4313 { /*17, Vertex sampler 1 */ STATE_SAMPLER(17), sampler },
4314 { /*18, Vertex sampler 2 */ STATE_SAMPLER(18), sampler },
4315 { /*19, Vertex sampler 3 */ STATE_SAMPLER(19), sampler },
4316 /* Pixel shader */
4317 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
4318 /* Transform states follow */
4319 { /* 1, undefined */ 0, state_undefined },
4320 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
4321 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
4322 { /* 4, undefined */ 0, state_undefined },
4323 { /* 5, undefined */ 0, state_undefined },
4324 { /* 6, undefined */ 0, state_undefined },
4325 { /* 7, undefined */ 0, state_undefined },
4326 { /* 8, undefined */ 0, state_undefined },
4327 { /* 9, undefined */ 0, state_undefined },
4328 { /* 10, undefined */ 0, state_undefined },
4329 { /* 11, undefined */ 0, state_undefined },
4330 { /* 12, undefined */ 0, state_undefined },
4331 { /* 13, undefined */ 0, state_undefined },
4332 { /* 14, undefined */ 0, state_undefined },
4333 { /* 15, undefined */ 0, state_undefined },
4334 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
4335 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4336 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4337 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4338 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4339 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4340 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4341 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4342 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
4343 { /* 24, undefined */ 0, state_undefined },
4344 { /* 25, undefined */ 0, state_undefined },
4345 { /* 26, undefined */ 0, state_undefined },
4346 { /* 27, undefined */ 0, state_undefined },
4347 { /* 28, undefined */ 0, state_undefined },
4348 { /* 29, undefined */ 0, state_undefined },
4349 { /* 30, undefined */ 0, state_undefined },
4350 { /* 31, undefined */ 0, state_undefined },
4351 { /* 32, undefined */ 0, state_undefined },
4352 { /* 33, undefined */ 0, state_undefined },
4353 { /* 34, undefined */ 0, state_undefined },
4354 { /* 35, undefined */ 0, state_undefined },
4355 { /* 36, undefined */ 0, state_undefined },
4356 { /* 37, undefined */ 0, state_undefined },
4357 { /* 38, undefined */ 0, state_undefined },
4358 { /* 39, undefined */ 0, state_undefined },
4359 { /* 40, undefined */ 0, state_undefined },
4360 { /* 41, undefined */ 0, state_undefined },
4361 { /* 42, undefined */ 0, state_undefined },
4362 { /* 43, undefined */ 0, state_undefined },
4363 { /* 44, undefined */ 0, state_undefined },
4364 { /* 45, undefined */ 0, state_undefined },
4365 { /* 46, undefined */ 0, state_undefined },
4366 { /* 47, undefined */ 0, state_undefined },
4367 { /* 48, undefined */ 0, state_undefined },
4368 { /* 49, undefined */ 0, state_undefined },
4369 { /* 50, undefined */ 0, state_undefined },
4370 { /* 51, undefined */ 0, state_undefined },
4371 { /* 52, undefined */ 0, state_undefined },
4372 { /* 53, undefined */ 0, state_undefined },
4373 { /* 54, undefined */ 0, state_undefined },
4374 { /* 55, undefined */ 0, state_undefined },
4375 { /* 56, undefined */ 0, state_undefined },
4376 { /* 57, undefined */ 0, state_undefined },
4377 { /* 58, undefined */ 0, state_undefined },
4378 { /* 59, undefined */ 0, state_undefined },
4379 { /* 60, undefined */ 0, state_undefined },
4380 { /* 61, undefined */ 0, state_undefined },
4381 { /* 62, undefined */ 0, state_undefined },
4382 { /* 63, undefined */ 0, state_undefined },
4383 { /* 64, undefined */ 0, state_undefined },
4384 { /* 65, undefined */ 0, state_undefined },
4385 { /* 66, undefined */ 0, state_undefined },
4386 { /* 67, undefined */ 0, state_undefined },
4387 { /* 68, undefined */ 0, state_undefined },
4388 { /* 69, undefined */ 0, state_undefined },
4389 { /* 70, undefined */ 0, state_undefined },
4390 { /* 71, undefined */ 0, state_undefined },
4391 { /* 72, undefined */ 0, state_undefined },
4392 { /* 73, undefined */ 0, state_undefined },
4393 { /* 74, undefined */ 0, state_undefined },
4394 { /* 75, undefined */ 0, state_undefined },
4395 { /* 76, undefined */ 0, state_undefined },
4396 { /* 77, undefined */ 0, state_undefined },
4397 { /* 78, undefined */ 0, state_undefined },
4398 { /* 79, undefined */ 0, state_undefined },
4399 { /* 80, undefined */ 0, state_undefined },
4400 { /* 81, undefined */ 0, state_undefined },
4401 { /* 82, undefined */ 0, state_undefined },
4402 { /* 83, undefined */ 0, state_undefined },
4403 { /* 84, undefined */ 0, state_undefined },
4404 { /* 85, undefined */ 0, state_undefined },
4405 { /* 86, undefined */ 0, state_undefined },
4406 { /* 87, undefined */ 0, state_undefined },
4407 { /* 88, undefined */ 0, state_undefined },
4408 { /* 89, undefined */ 0, state_undefined },
4409 { /* 90, undefined */ 0, state_undefined },
4410 { /* 91, undefined */ 0, state_undefined },
4411 { /* 92, undefined */ 0, state_undefined },
4412 { /* 93, undefined */ 0, state_undefined },
4413 { /* 94, undefined */ 0, state_undefined },
4414 { /* 95, undefined */ 0, state_undefined },
4415 { /* 96, undefined */ 0, state_undefined },
4416 { /* 97, undefined */ 0, state_undefined },
4417 { /* 98, undefined */ 0, state_undefined },
4418 { /* 99, undefined */ 0, state_undefined },
4419 { /*100, undefined */ 0, state_undefined },
4420 { /*101, undefined */ 0, state_undefined },
4421 { /*102, undefined */ 0, state_undefined },
4422 { /*103, undefined */ 0, state_undefined },
4423 { /*104, undefined */ 0, state_undefined },
4424 { /*105, undefined */ 0, state_undefined },
4425 { /*106, undefined */ 0, state_undefined },
4426 { /*107, undefined */ 0, state_undefined },
4427 { /*108, undefined */ 0, state_undefined },
4428 { /*109, undefined */ 0, state_undefined },
4429 { /*110, undefined */ 0, state_undefined },
4430 { /*111, undefined */ 0, state_undefined },
4431 { /*112, undefined */ 0, state_undefined },
4432 { /*113, undefined */ 0, state_undefined },
4433 { /*114, undefined */ 0, state_undefined },
4434 { /*115, undefined */ 0, state_undefined },
4435 { /*116, undefined */ 0, state_undefined },
4436 { /*117, undefined */ 0, state_undefined },
4437 { /*118, undefined */ 0, state_undefined },
4438 { /*119, undefined */ 0, state_undefined },
4439 { /*120, undefined */ 0, state_undefined },
4440 { /*121, undefined */ 0, state_undefined },
4441 { /*122, undefined */ 0, state_undefined },
4442 { /*123, undefined */ 0, state_undefined },
4443 { /*124, undefined */ 0, state_undefined },
4444 { /*125, undefined */ 0, state_undefined },
4445 { /*126, undefined */ 0, state_undefined },
4446 { /*127, undefined */ 0, state_undefined },
4447 { /*128, undefined */ 0, state_undefined },
4448 { /*129, undefined */ 0, state_undefined },
4449 { /*130, undefined */ 0, state_undefined },
4450 { /*131, undefined */ 0, state_undefined },
4451 { /*132, undefined */ 0, state_undefined },
4452 { /*133, undefined */ 0, state_undefined },
4453 { /*134, undefined */ 0, state_undefined },
4454 { /*135, undefined */ 0, state_undefined },
4455 { /*136, undefined */ 0, state_undefined },
4456 { /*137, undefined */ 0, state_undefined },
4457 { /*138, undefined */ 0, state_undefined },
4458 { /*139, undefined */ 0, state_undefined },
4459 { /*140, undefined */ 0, state_undefined },
4460 { /*141, undefined */ 0, state_undefined },
4461 { /*142, undefined */ 0, state_undefined },
4462 { /*143, undefined */ 0, state_undefined },
4463 { /*144, undefined */ 0, state_undefined },
4464 { /*145, undefined */ 0, state_undefined },
4465 { /*146, undefined */ 0, state_undefined },
4466 { /*147, undefined */ 0, state_undefined },
4467 { /*148, undefined */ 0, state_undefined },
4468 { /*149, undefined */ 0, state_undefined },
4469 { /*150, undefined */ 0, state_undefined },
4470 { /*151, undefined */ 0, state_undefined },
4471 { /*152, undefined */ 0, state_undefined },
4472 { /*153, undefined */ 0, state_undefined },
4473 { /*154, undefined */ 0, state_undefined },
4474 { /*155, undefined */ 0, state_undefined },
4475 { /*156, undefined */ 0, state_undefined },
4476 { /*157, undefined */ 0, state_undefined },
4477 { /*158, undefined */ 0, state_undefined },
4478 { /*159, undefined */ 0, state_undefined },
4479 { /*160, undefined */ 0, state_undefined },
4480 { /*161, undefined */ 0, state_undefined },
4481 { /*162, undefined */ 0, state_undefined },
4482 { /*163, undefined */ 0, state_undefined },
4483 { /*164, undefined */ 0, state_undefined },
4484 { /*165, undefined */ 0, state_undefined },
4485 { /*166, undefined */ 0, state_undefined },
4486 { /*167, undefined */ 0, state_undefined },
4487 { /*168, undefined */ 0, state_undefined },
4488 { /*169, undefined */ 0, state_undefined },
4489 { /*170, undefined */ 0, state_undefined },
4490 { /*171, undefined */ 0, state_undefined },
4491 { /*172, undefined */ 0, state_undefined },
4492 { /*173, undefined */ 0, state_undefined },
4493 { /*174, undefined */ 0, state_undefined },
4494 { /*175, undefined */ 0, state_undefined },
4495 { /*176, undefined */ 0, state_undefined },
4496 { /*177, undefined */ 0, state_undefined },
4497 { /*178, undefined */ 0, state_undefined },
4498 { /*179, undefined */ 0, state_undefined },
4499 { /*180, undefined */ 0, state_undefined },
4500 { /*181, undefined */ 0, state_undefined },
4501 { /*182, undefined */ 0, state_undefined },
4502 { /*183, undefined */ 0, state_undefined },
4503 { /*184, undefined */ 0, state_undefined },
4504 { /*185, undefined */ 0, state_undefined },
4505 { /*186, undefined */ 0, state_undefined },
4506 { /*187, undefined */ 0, state_undefined },
4507 { /*188, undefined */ 0, state_undefined },
4508 { /*189, undefined */ 0, state_undefined },
4509 { /*190, undefined */ 0, state_undefined },
4510 { /*191, undefined */ 0, state_undefined },
4511 { /*192, undefined */ 0, state_undefined },
4512 { /*193, undefined */ 0, state_undefined },
4513 { /*194, undefined */ 0, state_undefined },
4514 { /*195, undefined */ 0, state_undefined },
4515 { /*196, undefined */ 0, state_undefined },
4516 { /*197, undefined */ 0, state_undefined },
4517 { /*198, undefined */ 0, state_undefined },
4518 { /*199, undefined */ 0, state_undefined },
4519 { /*200, undefined */ 0, state_undefined },
4520 { /*201, undefined */ 0, state_undefined },
4521 { /*202, undefined */ 0, state_undefined },
4522 { /*203, undefined */ 0, state_undefined },
4523 { /*204, undefined */ 0, state_undefined },
4524 { /*205, undefined */ 0, state_undefined },
4525 { /*206, undefined */ 0, state_undefined },
4526 { /*207, undefined */ 0, state_undefined },
4527 { /*208, undefined */ 0, state_undefined },
4528 { /*209, undefined */ 0, state_undefined },
4529 { /*210, undefined */ 0, state_undefined },
4530 { /*211, undefined */ 0, state_undefined },
4531 { /*212, undefined */ 0, state_undefined },
4532 { /*213, undefined */ 0, state_undefined },
4533 { /*214, undefined */ 0, state_undefined },
4534 { /*215, undefined */ 0, state_undefined },
4535 { /*216, undefined */ 0, state_undefined },
4536 { /*217, undefined */ 0, state_undefined },
4537 { /*218, undefined */ 0, state_undefined },
4538 { /*219, undefined */ 0, state_undefined },
4539 { /*220, undefined */ 0, state_undefined },
4540 { /*221, undefined */ 0, state_undefined },
4541 { /*222, undefined */ 0, state_undefined },
4542 { /*223, undefined */ 0, state_undefined },
4543 { /*224, undefined */ 0, state_undefined },
4544 { /*225, undefined */ 0, state_undefined },
4545 { /*226, undefined */ 0, state_undefined },
4546 { /*227, undefined */ 0, state_undefined },
4547 { /*228, undefined */ 0, state_undefined },
4548 { /*229, undefined */ 0, state_undefined },
4549 { /*230, undefined */ 0, state_undefined },
4550 { /*231, undefined */ 0, state_undefined },
4551 { /*232, undefined */ 0, state_undefined },
4552 { /*233, undefined */ 0, state_undefined },
4553 { /*234, undefined */ 0, state_undefined },
4554 { /*235, undefined */ 0, state_undefined },
4555 { /*236, undefined */ 0, state_undefined },
4556 { /*237, undefined */ 0, state_undefined },
4557 { /*238, undefined */ 0, state_undefined },
4558 { /*239, undefined */ 0, state_undefined },
4559 { /*240, undefined */ 0, state_undefined },
4560 { /*241, undefined */ 0, state_undefined },
4561 { /*242, undefined */ 0, state_undefined },
4562 { /*243, undefined */ 0, state_undefined },
4563 { /*244, undefined */ 0, state_undefined },
4564 { /*245, undefined */ 0, state_undefined },
4565 { /*246, undefined */ 0, state_undefined },
4566 { /*247, undefined */ 0, state_undefined },
4567 { /*248, undefined */ 0, state_undefined },
4568 { /*249, undefined */ 0, state_undefined },
4569 { /*250, undefined */ 0, state_undefined },
4570 { /*251, undefined */ 0, state_undefined },
4571 { /*252, undefined */ 0, state_undefined },
4572 { /*253, undefined */ 0, state_undefined },
4573 { /*254, undefined */ 0, state_undefined },
4574 { /*255, undefined */ 0, state_undefined },
4575 /* End huge gap */
4576 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4577 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4578 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4579 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4580 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4581 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4582 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4583 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4584 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4585 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4586 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4587 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4588 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4589 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4590 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4591 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4592 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4593 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4594 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4595 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4596 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4597 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4598 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4599 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4600 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4601 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4602 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4603 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4604 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4605 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4606 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4607 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4608 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4609 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4610 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4611 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4612 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4613 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4614 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4615 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4616 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4617 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4618 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4619 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4620 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4621 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4622 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4623 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4624 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4625 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4626 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4627 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4628 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4629 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4630 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4631 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4632 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4633 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4634 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4635 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4636 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4637 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4638 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4639 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4640 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4641 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4642 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4643 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4644 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4645 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4646 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4647 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4648 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4649 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4650 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4651 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4652 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4653 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4654 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4655 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4656 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4657 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4658 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4659 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4660 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4661 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4662 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4663 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4664 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4665 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4666 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4667 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4668 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4669 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4670 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4671 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4672 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4673 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4674 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4675 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4676 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4677 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4678 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4679 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4680 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4681 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4682 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4683 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4684 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4685 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4686 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4687 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4688 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4689 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4690 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4691 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4692 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4693 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4694 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4695 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4696 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4697 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4698 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4699 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4700 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4701 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4702 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4703 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4704 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4705 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4706 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4707 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4708 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4709 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4710 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4711 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4712 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4713 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4714 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4715 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4716 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4717 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4718 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4719 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4720 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4721 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4722 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4723 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4724 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4725 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4726 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4727 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4728 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4729 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4730 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4731 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4732 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4733 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4734 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4735 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4736 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4737 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4738 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4739 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4740 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4741 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4742 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4743 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4744 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4745 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4746 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4747 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4748 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4749 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4750 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4751 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4752 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4753 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4754 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4755 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4756 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4757 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4758 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4759 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4760 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4761 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4762 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4763 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4764 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4765 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4766 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4767 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4768 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4769 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4770 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4771 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4772 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4773 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4774 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4775 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4776 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4777 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4778 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4779 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4780 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4781 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4782 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4783 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4784 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4785 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4786 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4787 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4788 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4789 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4790 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4791 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4792 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4793 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4794 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4795 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4796 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4797 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4798 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4799 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4800 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4801 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4802 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4803 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4804 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4805 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4806 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4807 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4808 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4809 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4810 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4811 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4812 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4813 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4814 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4815 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4816 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4817 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4818 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4819 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4820 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4821 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4822 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4823 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4824 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4825 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4826 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4827 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4828 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4829 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4830 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4831 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4832 /* Various Vertex states follow */
4833 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4834 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4835 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4836 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4837 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4838 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4839 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4840 /* Lights */
4841 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4842 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4843 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4844 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4845 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4846 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4847 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4848 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4850 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4851 /* Clip planes */
4852 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4853 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4854 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4855 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4856 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4857 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4858 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4859 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4860 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4861 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4862 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4863 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4864 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4865 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4866 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4867 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4868 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4869 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4870 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4871 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4872 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4873 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4874 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4875 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4876 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4877 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4878 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4879 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4880 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4881 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4882 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4883 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },
4885 { /* STATE_MATERIAL */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
4886 { /* STATE_FRONTFACE */ STATE_FRONTFACE, frontface },