wined3d: Unload vertex weight data in unloadVertexData.
[wine/hacks.git] / dlls / wined3d / state.c
blob8d571a6262d1933f9a8eeea358556fb2997031d8
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
43 if(STATE_IS_RENDER(state)) {
44 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
46 } else {
47 /* Shouldn't have an unknown type here */
48 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54 * list without causing confusing terminal output. Deliberately no special debug name here
55 * because its undefined.
57 WARN("undefined state %d\n", state);
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
63 switch(Value) {
64 case WINED3DFILL_POINT:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
67 break;
68 case WINED3DFILL_WIREFRAME:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
71 break;
72 case WINED3DFILL_SOLID:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
75 break;
76 default:
77 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
82 BOOL transformed;
84 /* Lighting is not enabled if transformed vertices are drawn
85 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86 * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87 * vertex declaration appplying function calls this function for updating
90 if(isStateDirty(context, STATE_VDECL)) {
91 return;
94 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
98 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99 glEnable(GL_LIGHTING);
100 checkGLcall("glEnable GL_LIGHTING");
101 } else {
102 glDisable(GL_LIGHTING);
103 checkGLcall("glDisable GL_LIGHTING");
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108 /* No z test without depth stencil buffers */
109 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111 checkGLcall("glDisable GL_DEPTH_TEST");
112 return;
115 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116 case WINED3DZB_FALSE:
117 glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
119 break;
120 case WINED3DZB_TRUE:
121 glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
123 break;
124 case WINED3DZB_USEW:
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
128 break;
129 default:
130 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135 /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
137 /* If we are culling "back faces with clockwise vertices" then
138 set front faces to be counter clockwise and enable culling
139 of back faces */
140 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
141 case WINED3DCULL_NONE:
142 glDisable(GL_CULL_FACE);
143 checkGLcall("glDisable GL_CULL_FACE");
144 break;
145 case WINED3DCULL_CW:
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
148 if (stateblock->wineD3DDevice->render_offscreen) {
149 glFrontFace(GL_CW);
150 checkGLcall("glFrontFace GL_CW");
151 } else {
152 glFrontFace(GL_CCW);
153 checkGLcall("glFrontFace GL_CCW");
155 glCullFace(GL_BACK);
156 break;
157 case WINED3DCULL_CCW:
158 glEnable(GL_CULL_FACE);
159 checkGLcall("glEnable GL_CULL_FACE");
160 if (stateblock->wineD3DDevice->render_offscreen) {
161 glFrontFace(GL_CCW);
162 checkGLcall("glFrontFace GL_CCW");
163 } else {
164 glFrontFace(GL_CW);
165 checkGLcall("glFrontFace GL_CW");
167 glCullFace(GL_BACK);
168 break;
169 default:
170 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
174 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
175 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
176 case WINED3DSHADE_FLAT:
177 glShadeModel(GL_FLAT);
178 checkGLcall("glShadeModel(GL_FLAT)");
179 break;
180 case WINED3DSHADE_GOURAUD:
181 glShadeModel(GL_SMOOTH);
182 checkGLcall("glShadeModel(GL_SMOOTH)");
183 break;
184 case WINED3DSHADE_PHONG:
185 FIXME("WINED3DSHADE_PHONG isn't supported\n");
186 break;
187 default:
188 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
192 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
194 glEnable(GL_DITHER);
195 checkGLcall("glEnable GL_DITHER");
196 } else {
197 glDisable(GL_DITHER);
198 checkGLcall("glDisable GL_DITHER");
202 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
204 * this has to be merged with ZENABLE and ZFUNC
206 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
207 glDepthMask(1);
208 checkGLcall("glDepthMask(1)");
209 } else {
210 glDepthMask(0);
211 checkGLcall("glDepthMask(0)");
215 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
216 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
218 if(glParm) {
219 glDepthFunc(glParm);
220 checkGLcall("glDepthFunc");
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
225 float col[4];
226 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
228 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
229 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
230 checkGLcall("glLightModel for MODEL_AMBIENT");
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234 int srcBlend = GL_ZERO;
235 int dstBlend = GL_ZERO;
237 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
239 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
240 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
241 glEnable(GL_BLEND);
242 checkGLcall("glEnable GL_BLEND");
243 } else {
244 glDisable(GL_BLEND);
245 checkGLcall("glDisable GL_BLEND");
246 /* Nothing more to do - get out */
247 return;
250 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
251 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
252 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
253 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
254 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
255 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
256 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
257 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
258 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
259 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
260 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
261 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
263 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
264 dstBlend = GL_SRC_ALPHA;
265 break;
267 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
268 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
269 break;
271 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
272 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
273 default:
274 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
277 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
278 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
279 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
280 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
281 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
282 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
283 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
284 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
285 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
286 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
287 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
288 case WINED3DBLEND_SRCALPHASAT : dstBlend = GL_SRC_ALPHA_SATURATE; break;
290 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
291 srcBlend = GL_SRC_ALPHA;
292 break;
294 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
296 break;
298 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
299 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
300 default:
301 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
304 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
305 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
306 glEnable(GL_LINE_SMOOTH);
307 checkGLcall("glEnable(GL_LINE_SMOOTH)");
308 if(srcBlend != GL_SRC_ALPHA) {
309 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
310 srcBlend = GL_SRC_ALPHA;
312 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
313 FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
314 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
316 } else {
317 glDisable(GL_LINE_SMOOTH);
318 checkGLcall("glDisable(GL_LINE_SMOOTH)");
321 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
322 glBlendFunc(srcBlend, dstBlend);
323 checkGLcall("glBlendFunc");
326 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
327 float col[4];
329 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
330 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
331 glBlendColor (col[0],col[1],col[2],col[3]);
332 checkGLcall("glBlendColor");
335 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
336 int glParm = 0;
337 float ref;
338 BOOL enable_ckey = FALSE;
340 IWineD3DSurfaceImpl *surf;
342 /* Find out if the texture on the first stage has a ckey set
343 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
344 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
345 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
346 * in case it finds some texture+colorkeyenable combination which needs extra care.
348 if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
349 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
351 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
352 const PixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format);
353 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
354 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
355 * surface has alpha bits
357 if(fmt->alphaMask == 0x00000000) {
358 enable_ckey = TRUE;
363 if(enable_ckey || context->last_was_ckey) {
364 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
366 context->last_was_ckey = enable_ckey;
368 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
369 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
370 glEnable(GL_ALPHA_TEST);
371 checkGLcall("glEnable GL_ALPHA_TEST");
372 } else {
373 glDisable(GL_ALPHA_TEST);
374 checkGLcall("glDisable GL_ALPHA_TEST");
375 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
376 * enable call
378 return;
381 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
382 glParm = GL_NOTEQUAL;
383 ref = 0.0;
384 } else {
385 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
386 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
388 if(glParm) {
389 glAlphaFunc(glParm, ref);
390 checkGLcall("glAlphaFunc");
394 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
395 DWORD enable = 0xFFFFFFFF;
396 DWORD disable = 0x00000000;
398 if (use_vs(stateblock->wineD3DDevice)) {
399 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
400 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
401 * contitions I got sick of tracking down. The shader state handler disables all clip planes because
402 * of that - don't do anything here and keep them disabled
404 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
405 static BOOL warned = FALSE;
406 if(!warned) {
407 FIXME("Clipping not supported with vertex shaders\n");
408 warned = TRUE;
411 return;
414 /* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
415 * of already set values
418 /* If enabling / disabling all
419 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
421 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
422 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
423 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
424 } else {
425 disable = 0xffffffff;
426 enable = 0x00;
429 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
430 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
431 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
432 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
433 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
434 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
436 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
437 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
438 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
439 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
440 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
441 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
443 /** update clipping status */
444 if (enable) {
445 stateblock->clip_status.ClipUnion = 0;
446 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
447 } else {
448 stateblock->clip_status.ClipUnion = 0;
449 stateblock->clip_status.ClipIntersection = 0;
453 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
454 int glParm = GL_FUNC_ADD;
456 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
457 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
458 return;
461 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
462 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
463 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
464 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
465 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
466 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
467 default:
468 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
471 TRACE("glBlendEquation(%x)\n", glParm);
472 GL_EXTCALL(glBlendEquation(glParm));
473 checkGLcall("glBlendEquation");
476 static void
477 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
478 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
479 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
480 * specular color. This is wrong:
481 * Separate specular color means the specular colour is maintained separately, whereas
482 * single color means it is merged in. However in both cases they are being used to
483 * some extent.
484 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
485 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
486 * running 1.4 yet!
489 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
490 * Instead, we need to setup the FinalCombiner properly.
492 * The default setup for the FinalCombiner is:
494 * <variable> <input> <mapping> <usage>
495 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
496 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
497 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
498 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
499 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
500 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
501 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
503 * That's pretty much fine as it is, except for variable B, which needs to take
504 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
505 * whether WINED3DRS_SPECULARENABLE is enabled or not.
508 TRACE("Setting specular enable state\n");
509 /* TODO: Add to the material setting functions */
510 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
511 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
512 checkGLcall("glMaterialfv");
513 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
514 glEnable(GL_COLOR_SUM_EXT);
515 } else {
516 TRACE("Specular colors cannot be enabled in this version of opengl\n");
518 checkGLcall("glEnable(GL_COLOR_SUM)");
520 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
521 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
522 checkGLcall("glFinalCombinerInputNV()");
524 } else {
525 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
527 /* for the case of enabled lighting: */
528 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
529 checkGLcall("glMaterialfv");
531 /* for the case of disabled lighting: */
532 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
533 glDisable(GL_COLOR_SUM_EXT);
534 } else {
535 TRACE("Specular colors cannot be disabled in this version of opengl\n");
537 checkGLcall("glDisable(GL_COLOR_SUM)");
539 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
540 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
541 checkGLcall("glFinalCombinerInputNV()");
546 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
547 unsigned int i;
549 /* Note the texture color applies to all textures whereas
550 * GL_TEXTURE_ENV_COLOR applies to active only
552 float col[4];
553 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
555 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
556 /* And now the default texture color as well */
557 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
558 /* Note the WINED3DRS value applies to all textures, but GL has one
559 * per texture, so apply it now ready to be used!
561 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
562 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
563 checkGLcall("glActiveTextureARB");
564 } else if (i>0) {
565 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
568 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
569 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
571 } else {
572 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
576 static void
577 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
578 #if 0 /* Don't use OpenGL 2.0 calls for now */
579 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
580 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
581 checkGLcall("glStencilFuncSeparate(...)");
582 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
583 checkGLcall("glStencilOpSeparate(...)");
585 else
586 #endif
587 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
588 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
589 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
590 GL_EXTCALL(glActiveStencilFaceEXT(face));
591 checkGLcall("glActiveStencilFaceEXT(...)");
592 glStencilFunc(func, ref, mask);
593 checkGLcall("glStencilFunc(...)");
594 glStencilOp(stencilFail, depthFail, stencilPass);
595 checkGLcall("glStencilOp(...)");
596 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
597 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
598 checkGLcall("glStencilFuncSeparateATI(...)");
599 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
600 checkGLcall("glStencilOpSeparateATI(...)");
601 } else {
602 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
606 static void
607 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
608 DWORD onesided_enable = FALSE;
609 DWORD twosided_enable = FALSE;
610 GLint func = GL_ALWAYS;
611 GLint func_ccw = GL_ALWAYS;
612 GLint ref = 0;
613 GLuint mask = 0;
614 GLint stencilFail = GL_KEEP;
615 GLint depthFail = GL_KEEP;
616 GLint stencilPass = GL_KEEP;
617 GLint stencilFail_ccw = GL_KEEP;
618 GLint depthFail_ccw = GL_KEEP;
619 GLint stencilPass_ccw = GL_KEEP;
621 /* No stencil test without a stencil buffer */
622 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
623 glDisable(GL_STENCIL_TEST);
624 checkGLcall("glDisable GL_STENCIL_TEST");
625 return;
628 if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
629 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
630 if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
631 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
632 if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
633 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
634 func = GL_ALWAYS;
635 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
636 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
637 func = GL_ALWAYS;
638 if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
639 ref = stateblock->renderState[WINED3DRS_STENCILREF];
640 if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
641 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
642 if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
643 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
644 if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
645 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
646 if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
647 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
648 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
649 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
650 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
651 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
652 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
653 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
655 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
656 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
657 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
658 onesided_enable, twosided_enable, ref, mask,
659 func, stencilFail, depthFail, stencilPass,
660 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
662 if (twosided_enable) {
663 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
664 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
665 } else {
666 if (onesided_enable) {
667 glEnable(GL_STENCIL_TEST);
668 checkGLcall("glEnable GL_STENCIL_TEST");
669 glStencilFunc(func, ref, mask);
670 checkGLcall("glStencilFunc(...)");
671 glStencilOp(stencilFail, depthFail, stencilPass);
672 checkGLcall("glStencilOp(...)");
673 } else {
674 glDisable(GL_STENCIL_TEST);
675 checkGLcall("glDisable GL_STENCIL_TEST");
680 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
681 if(stateblock->wineD3DDevice->stencilBufferTarget) {
682 glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
683 } else {
684 glStencilMask(0);
686 checkGLcall("glStencilMask");
689 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
690 /* TODO: Put this into the vertex type block once that is in the state table */
691 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
692 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
693 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
694 float fogstart, fogend;
696 union {
697 DWORD d;
698 float f;
699 } tmpvalue;
701 if (!fogenable) {
702 /* No fog? Disable it, and we're done :-) */
703 glDisable(GL_FOG);
704 checkGLcall("glDisable GL_FOG");
705 if( use_ps(stateblock->wineD3DDevice)
706 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
707 /* disable fog in the pixel shader
708 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
709 * -1/(e-s) and e/(e-s) respectively.
711 glFogf(GL_FOG_START, 0.0f);
712 checkGLcall("glFogf(GL_FOG_START, fogstart");
713 glFogf(GL_FOG_END, 1.0f);
714 checkGLcall("glFogf(GL_FOG_END, fogend");
716 return;
719 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
720 fogstart = tmpvalue.f;
721 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
722 fogend = tmpvalue.f;
724 /* Fog Rules:
726 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
727 * It can use the Z value of the vertex, or the alpha component of the specular color.
728 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
729 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
730 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
732 * FOGTABLEMODE != NONE:
733 * The Z value is used, with the equation specified, no matter what vertex type.
735 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
736 * Per vertex fog is calculated using the specified fog equation and the parameters
738 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
739 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
740 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
743 * Rules for vertex fog with shaders:
745 * When mixing fixed function functionality with the programmable pipeline, D3D expects
746 * the fog computation to happen during transformation while openGL expects it to happen
747 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
748 * the pixel shader while openGL always expects the pixel shader to handle the blending.
749 * To solve this problem, WineD3D does:
750 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
751 * shader,
752 * and 2) disables the fog computation (in either the fixed function or programmable
753 * rasterizer) if using a vertex program.
756 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
757 * without shaders).
760 if( is_ps3 ) {
761 if( !use_vs(stateblock->wineD3DDevice)
762 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
763 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
767 if (use_vs(stateblock->wineD3DDevice)
768 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
769 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
770 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
771 /* Disable fog */
772 fogenable = FALSE;
773 } else {
774 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
775 glFogi(GL_FOG_MODE, GL_LINEAR);
776 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
777 fogstart = 1.0;
778 fogend = 0.0;
780 context->last_was_foggy_shader = TRUE;
782 else if( use_ps(stateblock->wineD3DDevice) ) {
783 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
784 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
786 WINED3DFOGMODE mode;
787 context->last_was_foggy_shader = FALSE;
789 /* If both fogmodes are set use the table fog mode */
790 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
791 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
792 else
793 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
795 switch (mode) {
796 case WINED3DFOG_EXP:
797 case WINED3DFOG_EXP2:
798 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
799 /* Disable fog */
800 fogenable = FALSE;
801 break;
803 case WINED3DFOG_LINEAR:
804 fogstart = -1.0f/(fogend-fogstart);
805 fogend *= -fogstart;
806 break;
808 case WINED3DFOG_NONE:
809 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
810 /* Disable fog */
811 fogenable = FALSE;
812 break;
813 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
816 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
817 * the system will apply only pixel(=table) fog effects."
819 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
820 glHint(GL_FOG_HINT, GL_FASTEST);
821 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
822 context->last_was_foggy_shader = FALSE;
824 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
825 /* If processed vertices are used, fall through to the NONE case */
826 case WINED3DFOG_EXP: {
827 if(!context->last_was_rhw) {
828 glFogi(GL_FOG_MODE, GL_EXP);
829 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
830 if(GL_SUPPORT(EXT_FOG_COORD)) {
831 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
832 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
834 break;
837 case WINED3DFOG_EXP2: {
838 if(!context->last_was_rhw) {
839 glFogi(GL_FOG_MODE, GL_EXP2);
840 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
841 if(GL_SUPPORT(EXT_FOG_COORD)) {
842 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
843 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
845 break;
848 case WINED3DFOG_LINEAR: {
849 if(!context->last_was_rhw) {
850 glFogi(GL_FOG_MODE, GL_LINEAR);
851 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
852 if(GL_SUPPORT(EXT_FOG_COORD)) {
853 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
854 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
856 break;
859 case WINED3DFOG_NONE: {
860 /* Both are none? According to msdn the alpha channel of the specular
861 * color contains a fog factor. Set it in drawStridedSlow.
862 * Same happens with Vertexfog on transformed vertices
864 if(GL_SUPPORT(EXT_FOG_COORD)) {
865 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
866 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
867 glFogi(GL_FOG_MODE, GL_LINEAR);
868 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
869 fogstart = 0xff;
870 fogend = 0x0;
871 } else {
872 /* Disable GL fog, handle this in software in drawStridedSlow */
873 fogenable = FALSE;
875 break;
877 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
879 } else {
880 glHint(GL_FOG_HINT, GL_NICEST);
881 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
882 context->last_was_foggy_shader = FALSE;
884 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
885 case WINED3DFOG_EXP:
886 glFogi(GL_FOG_MODE, GL_EXP);
887 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
888 if(GL_SUPPORT(EXT_FOG_COORD)) {
889 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
890 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
892 break;
894 case WINED3DFOG_EXP2:
895 glFogi(GL_FOG_MODE, GL_EXP2);
896 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
897 if(GL_SUPPORT(EXT_FOG_COORD)) {
898 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
899 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
901 break;
903 case WINED3DFOG_LINEAR:
904 glFogi(GL_FOG_MODE, GL_LINEAR);
905 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
906 if(GL_SUPPORT(EXT_FOG_COORD)) {
907 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
908 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
910 break;
912 case WINED3DFOG_NONE: /* Won't happen */
913 default:
914 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
918 if(fogenable) {
919 glEnable(GL_FOG);
920 checkGLcall("glEnable GL_FOG");
922 glFogfv(GL_FOG_START, &fogstart);
923 checkGLcall("glFogf(GL_FOG_START, fogstart");
924 TRACE("Fog Start == %f\n", fogstart);
926 glFogfv(GL_FOG_END, &fogend);
927 checkGLcall("glFogf(GL_FOG_END, fogend");
928 TRACE("Fog End == %f\n", fogend);
929 } else {
930 glDisable(GL_FOG);
931 checkGLcall("glDisable GL_FOG");
932 if( use_ps(stateblock->wineD3DDevice) ) {
933 /* disable fog in the pixel shader
934 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
935 * -1/(e-s) and e/(e-s) respectively.
937 glFogf(GL_FOG_START, 0.0f);
938 checkGLcall("glFogf(GL_FOG_START, fogstart");
939 glFogf(GL_FOG_END, 1.0f);
940 checkGLcall("glFogf(GL_FOG_END, fogend");
944 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
945 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
949 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
950 float col[4];
951 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
952 glFogfv(GL_FOG_COLOR, &col[0]);
953 checkGLcall("glFog GL_FOG_COLOR");
956 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
957 union {
958 DWORD d;
959 float f;
960 } tmpvalue;
961 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
962 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
963 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
966 /* TODO: Merge with primitive type + init_materials()!! */
967 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
968 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
969 GLenum Parm = 0;
970 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
971 BOOL isDiffuseSupplied;
973 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
974 * The vertex declaration will call this function if the fixed function pipeline is used.
977 if(isStateDirty(context, STATE_VDECL)) {
978 return;
981 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
983 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
984 TRACE("diff %d, amb %d, emis %d, spec %d\n",
985 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
986 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
987 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
988 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
990 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
991 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
992 Parm = GL_AMBIENT_AND_DIFFUSE;
993 } else {
994 Parm = GL_DIFFUSE;
996 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
997 Parm = GL_AMBIENT;
998 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
999 Parm = GL_EMISSION;
1000 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1001 Parm = GL_SPECULAR;
1005 /* Nothing changed, return. */
1006 if (Parm == context->tracking_parm) return;
1008 if(!Parm) {
1009 glDisable(GL_COLOR_MATERIAL);
1010 checkGLcall("glDisable GL_COLOR_MATERIAL");
1011 } else {
1012 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1013 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1014 glEnable(GL_COLOR_MATERIAL);
1015 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1018 /* Apparently calls to glMaterialfv are ignored for properties we're
1019 * tracking with glColorMaterial, so apply those here. */
1020 switch (context->tracking_parm) {
1021 case GL_AMBIENT_AND_DIFFUSE:
1022 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1023 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1024 checkGLcall("glMaterialfv");
1025 break;
1027 case GL_DIFFUSE:
1028 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1029 checkGLcall("glMaterialfv");
1030 break;
1032 case GL_AMBIENT:
1033 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1034 checkGLcall("glMaterialfv");
1035 break;
1037 case GL_EMISSION:
1038 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1039 checkGLcall("glMaterialfv");
1040 break;
1042 case GL_SPECULAR:
1043 /* Only change material color if specular is enabled, otherwise it is set to black */
1044 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1045 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1046 checkGLcall("glMaterialfv");
1047 } else {
1048 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1049 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1050 checkGLcall("glMaterialfv");
1052 break;
1055 context->tracking_parm = Parm;
1058 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1059 union {
1060 DWORD d;
1061 WINED3DLINEPATTERN lp;
1062 } tmppattern;
1063 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1065 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1067 if (tmppattern.lp.wRepeatFactor) {
1068 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1069 checkGLcall("glLineStipple(repeat, linepattern)");
1070 glEnable(GL_LINE_STIPPLE);
1071 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1072 } else {
1073 glDisable(GL_LINE_STIPPLE);
1074 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1078 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1079 union {
1080 DWORD d;
1081 float f;
1082 } tmpvalue;
1084 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1085 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1086 TRACE("ZBias value %f\n", tmpvalue.f);
1087 glPolygonOffset(0, -tmpvalue.f);
1088 checkGLcall("glPolygonOffset(0, -Value)");
1089 glEnable(GL_POLYGON_OFFSET_FILL);
1090 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1091 glEnable(GL_POLYGON_OFFSET_LINE);
1092 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1093 glEnable(GL_POLYGON_OFFSET_POINT);
1094 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1095 } else {
1096 glDisable(GL_POLYGON_OFFSET_FILL);
1097 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1098 glDisable(GL_POLYGON_OFFSET_LINE);
1099 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1100 glDisable(GL_POLYGON_OFFSET_POINT);
1101 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1106 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1107 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
1108 glEnable(GL_NORMALIZE);
1109 checkGLcall("glEnable(GL_NORMALIZE);");
1110 } else {
1111 glDisable(GL_NORMALIZE);
1112 checkGLcall("glDisable(GL_NORMALIZE);");
1116 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1117 union {
1118 DWORD d;
1119 float f;
1120 } tmpvalue;
1122 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1123 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1124 TRACE("Set point size to %f\n", tmpvalue.f);
1125 glPointSize(tmpvalue.f);
1126 checkGLcall("glPointSize(...);");
1129 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1130 union {
1131 DWORD d;
1132 float f;
1133 } tmpvalue;
1135 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1136 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1137 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1138 checkGLcall("glPointParameterfARB(...");
1140 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1141 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1142 checkGLcall("glPointParameterfEXT(...);");
1143 } else if(tmpvalue.f != 1.0) {
1144 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1148 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1149 union {
1150 DWORD d;
1151 float f;
1152 } tmpvalue;
1154 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1155 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1156 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1157 checkGLcall("glPointParameterfARB(...");
1159 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1160 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1161 checkGLcall("glPointParameterfEXT(...);");
1162 } else if(tmpvalue.f != 64.0) {
1163 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1167 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1168 /* TODO: Group this with the viewport */
1170 * POINTSCALEENABLE controls how point size value is treated. If set to
1171 * true, the point size is scaled with respect to height of viewport.
1172 * When set to false point size is in pixels.
1174 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1177 /* Default values */
1178 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1181 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1182 * This means that OpenGL will clamp really small point sizes to 1.0f.
1183 * To correct for this we need to multiply by the scale factor when sizes
1184 * are less than 1.0f. scale_factor = 1.0f / point_size.
1186 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1187 if(pointSize > 0.0f) {
1188 GLfloat scaleFactor;
1190 if(pointSize < 1.0f) {
1191 scaleFactor = pointSize * pointSize;
1192 } else {
1193 scaleFactor = 1.0f;
1196 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1197 att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1198 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1199 att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1200 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1201 att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1202 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1206 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1207 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1208 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1210 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1211 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1212 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1213 } else {
1214 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1218 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1219 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1221 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1222 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1223 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1224 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1225 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1226 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1227 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1228 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1229 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1230 checkGLcall("glColorMask(...)");
1232 /* depends on WINED3DRS_COLORWRITEENABLE. */
1233 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1234 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1235 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1236 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1237 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1238 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1239 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1243 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1244 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1245 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1246 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1247 } else {
1248 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1249 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1253 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1254 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1255 TRACE("Last Pixel Drawing Enabled\n");
1256 } else {
1257 static BOOL first = TRUE;
1258 if(first) {
1259 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1260 first = FALSE;
1261 } else {
1262 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1267 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1268 unsigned int i;
1269 int val;
1271 /* TODO: NV_POINT_SPRITE */
1272 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1273 TRACE("Point sprites not supported\n");
1274 return;
1277 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1278 val = GL_TRUE;
1279 } else {
1280 val = GL_FALSE;
1283 for (i = 0; i < GL_LIMITS(textures); i++) {
1284 /* Note the WINED3DRS value applies to all textures, but GL has one
1285 * per texture, so apply it now ready to be used!
1287 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1288 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1289 checkGLcall("glActiveTextureARB");
1290 } else if (i==1) {
1291 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1292 break;
1295 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, val);
1296 checkGLcall((val?"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)":
1297 "glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE)"));
1301 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1303 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1304 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1305 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1306 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1307 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1309 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1311 TRACE("Stub\n");
1312 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1313 stateblock->renderState[WINED3DRS_WRAP1] ||
1314 stateblock->renderState[WINED3DRS_WRAP2] ||
1315 stateblock->renderState[WINED3DRS_WRAP3] ||
1316 stateblock->renderState[WINED3DRS_WRAP4] ||
1317 stateblock->renderState[WINED3DRS_WRAP5] ||
1318 stateblock->renderState[WINED3DRS_WRAP6] ||
1319 stateblock->renderState[WINED3DRS_WRAP7] ||
1320 stateblock->renderState[WINED3DRS_WRAP8] ||
1321 stateblock->renderState[WINED3DRS_WRAP9] ||
1322 stateblock->renderState[WINED3DRS_WRAP10] ||
1323 stateblock->renderState[WINED3DRS_WRAP11] ||
1324 stateblock->renderState[WINED3DRS_WRAP12] ||
1325 stateblock->renderState[WINED3DRS_WRAP13] ||
1326 stateblock->renderState[WINED3DRS_WRAP14] ||
1327 stateblock->renderState[WINED3DRS_WRAP15] ) {
1328 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1332 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1333 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1334 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1335 glEnable(GL_MULTISAMPLE_ARB);
1336 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1337 } else {
1338 glDisable(GL_MULTISAMPLE_ARB);
1339 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1341 } else {
1342 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1343 ERR("Multisample antialiasing not supported by gl\n");
1348 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1349 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1350 glEnable(GL_SCISSOR_TEST);
1351 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1352 } else {
1353 glDisable(GL_SCISSOR_TEST);
1354 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1358 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1359 union {
1360 DWORD d;
1361 float f;
1362 } tmpvalue;
1364 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1365 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1366 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1367 glEnable(GL_POLYGON_OFFSET_FILL);
1368 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1369 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1370 checkGLcall("glPolygonOffset(...)");
1371 } else {
1372 glDisable(GL_POLYGON_OFFSET_FILL);
1373 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1377 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1378 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1379 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1380 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1381 } else {
1382 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1383 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1387 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1388 TRACE("Stub\n");
1389 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1390 FIXME(" Stippled Alpha not supported yet.\n");
1393 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1394 TRACE("Stub\n");
1395 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1396 FIXME(" Antialias not supported yet.\n");
1399 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1400 TRACE("Stub\n");
1401 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1402 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1405 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1406 TRACE("Stub\n");
1407 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1408 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1411 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1412 union {
1413 DWORD d;
1414 float f;
1415 } tmpvalue;
1416 tmpvalue.f = 1.0f;
1418 TRACE("Stub\n");
1419 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1421 static BOOL displayed = FALSE;
1423 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1424 if(!displayed)
1425 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1427 displayed = TRUE;
1431 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1432 TRACE("Stub\n");
1433 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1434 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1437 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1438 TRACE("Stub\n");
1439 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1440 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1443 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1444 TRACE("Stub\n");
1445 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1446 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1450 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1451 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1452 FIXME("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1455 static void state_seperateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1456 TRACE("Stub\n");
1457 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1458 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1461 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1462 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1463 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1467 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1468 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1469 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1473 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1474 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1475 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1479 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1480 if(stateblock->renderState[WINED3DRS_ROP2]) {
1481 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1485 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1486 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1487 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1491 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1492 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1493 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1497 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1498 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1499 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1503 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1504 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1505 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1509 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1510 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1511 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1515 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1516 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1517 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1521 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1522 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1523 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1527 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1528 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1529 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1533 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1534 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1535 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1539 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1540 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1541 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1545 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1546 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1547 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1551 /* Activates the texture dimension according to the bound D3D texture.
1552 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1553 * Requires the caller to activate the correct unit before
1555 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock) {
1556 if(stateblock->textures[stage]) {
1557 switch(stateblock->textureDimensions[stage]) {
1558 case GL_TEXTURE_2D:
1559 glDisable(GL_TEXTURE_3D);
1560 checkGLcall("glDisable(GL_TEXTURE_3D)");
1561 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1562 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1563 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1565 glEnable(GL_TEXTURE_2D);
1566 checkGLcall("glEnable(GL_TEXTURE_2D)");
1567 break;
1568 case GL_TEXTURE_3D:
1569 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1570 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1571 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1573 glDisable(GL_TEXTURE_2D);
1574 checkGLcall("glDisable(GL_TEXTURE_2D)");
1575 glEnable(GL_TEXTURE_3D);
1576 checkGLcall("glEnable(GL_TEXTURE_3D)");
1577 break;
1578 case GL_TEXTURE_CUBE_MAP_ARB:
1579 glDisable(GL_TEXTURE_2D);
1580 checkGLcall("glDisable(GL_TEXTURE_2D)");
1581 glDisable(GL_TEXTURE_3D);
1582 checkGLcall("glDisable(GL_TEXTURE_3D)");
1583 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1584 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1585 break;
1587 } else {
1588 glDisable(GL_TEXTURE_2D);
1589 checkGLcall("glDisable(GL_TEXTURE_2D)");
1590 glDisable(GL_TEXTURE_3D);
1591 checkGLcall("glDisable(GL_TEXTURE_3D)");
1592 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1593 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1594 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1596 /* Binding textures is done by samplers. A dummy texture will be bound */
1600 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1601 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1602 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1604 TRACE("Setting color op for stage %d\n", stage);
1606 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1607 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1608 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1609 return;
1612 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1614 if (mapped_stage != -1) {
1615 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1616 if (mapped_stage >= GL_LIMITS(textures)) {
1617 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1618 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1619 FIXME("Attempt to enable unsupported stage!\n");
1621 return;
1623 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1624 checkGLcall("glActiveTextureARB");
1625 } else if (stage > 0) {
1626 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1627 return;
1631 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1632 if(stateblock->lowest_disabled_stage > 0) {
1633 glEnable(GL_REGISTER_COMBINERS_NV);
1634 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1635 } else {
1636 glDisable(GL_REGISTER_COMBINERS_NV);
1639 if(stage >= stateblock->lowest_disabled_stage) {
1640 TRACE("Stage disabled\n");
1641 if (mapped_stage != -1) {
1642 /* Disable everything here */
1643 glDisable(GL_TEXTURE_2D);
1644 checkGLcall("glDisable(GL_TEXTURE_2D)");
1645 glDisable(GL_TEXTURE_3D);
1646 checkGLcall("glDisable(GL_TEXTURE_3D)");
1647 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1648 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1649 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1652 /* All done */
1653 return;
1656 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1657 * if the sampler for this stage is dirty
1659 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1660 if (mapped_stage != -1) activate_dimensions(stage, stateblock);
1663 /* Set the texture combiners */
1664 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1665 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1666 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1667 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1668 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1669 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1670 mapped_stage);
1671 } else {
1672 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1673 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1674 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1675 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1676 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1680 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1681 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1682 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1683 DWORD op, arg1, arg2, arg0;
1685 TRACE("Setting alpha op for stage %d\n", stage);
1686 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1687 if (mapped_stage != -1) {
1688 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1689 if (stage >= GL_LIMITS(textures)) {
1690 if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE &&
1691 stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) {
1692 FIXME("Attempt to enable unsupported stage!\n");
1694 return;
1696 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1697 checkGLcall("glActiveTextureARB");
1698 } else if (stage > 0) {
1699 /* We can't do anything here */
1700 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1701 return;
1705 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1706 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1707 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1708 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1710 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1711 stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1712 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1714 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1715 getFormatDescEntry(surf->resource.format)->alphaMask == 0x00000000) {
1717 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1718 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1719 * cannot remove the texture's alpha channel entirely.
1721 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1722 * on color keyed surfaces.
1724 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1726 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1727 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1728 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1732 TRACE("Setting alpha op for stage %d\n", stage);
1733 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1734 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1735 op, arg1, arg2, arg0,
1736 mapped_stage);
1737 } else {
1738 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1739 op, arg1, arg2, arg0);
1743 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1744 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1745 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1747 if (mapped_stage < 0) return;
1749 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1750 if(mapped_stage >= GL_LIMITS(textures)) {
1751 return;
1753 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1754 checkGLcall("glActiveTextureARB");
1755 } else if (mapped_stage > 0) {
1756 /* We can't do anything here */
1757 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1758 return;
1761 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1762 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1763 (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
1767 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd);
1769 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1770 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1771 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1773 if (mapped_stage == -1) {
1774 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1775 return;
1778 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1779 if(mapped_stage >= GL_LIMITS(samplers)) {
1780 return;
1782 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1783 checkGLcall("glActiveTextureARB");
1784 } else if (stage > 0) {
1785 /* We can't do anything here */
1786 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1787 return;
1790 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1792 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1793 * one flag, you can still specify an index value, which the system uses to
1794 * determine the texture wrapping mode.
1795 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1796 * means use the vertex position (camera-space) as the input texture coordinates
1797 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1798 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1799 * to the TEXCOORDINDEX value
1803 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1805 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1806 case WINED3DTSS_TCI_PASSTHRU:
1807 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1808 glDisable(GL_TEXTURE_GEN_S);
1809 glDisable(GL_TEXTURE_GEN_T);
1810 glDisable(GL_TEXTURE_GEN_R);
1811 glDisable(GL_TEXTURE_GEN_Q);
1812 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1813 break;
1815 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1816 /* CameraSpacePosition means use the vertex position, transformed to camera space,
1817 * as the input texture coordinates for this stage's texture transformation. This
1818 * equates roughly to EYE_LINEAR
1821 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1822 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1823 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1824 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1825 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1827 glMatrixMode(GL_MODELVIEW);
1828 glPushMatrix();
1829 glLoadIdentity();
1830 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1831 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1832 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1833 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1834 glPopMatrix();
1836 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1837 glEnable(GL_TEXTURE_GEN_S);
1838 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1839 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1840 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1841 glEnable(GL_TEXTURE_GEN_T);
1842 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1843 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1844 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1845 glEnable(GL_TEXTURE_GEN_R);
1846 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1847 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1848 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1850 break;
1852 case WINED3DTSS_TCI_CAMERASPACENORMAL:
1854 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1855 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1856 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1857 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1858 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1859 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1861 glMatrixMode(GL_MODELVIEW);
1862 glPushMatrix();
1863 glLoadIdentity();
1864 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1865 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1866 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1867 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1868 glPopMatrix();
1870 glEnable(GL_TEXTURE_GEN_S);
1871 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1872 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1873 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1874 glEnable(GL_TEXTURE_GEN_T);
1875 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1876 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1877 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1878 glEnable(GL_TEXTURE_GEN_R);
1879 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1880 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
1881 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
1884 break;
1886 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
1888 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1889 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1890 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1891 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1892 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1893 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
1895 glMatrixMode(GL_MODELVIEW);
1896 glPushMatrix();
1897 glLoadIdentity();
1898 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1899 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1900 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1901 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1902 glPopMatrix();
1904 glEnable(GL_TEXTURE_GEN_S);
1905 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1906 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1907 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1908 glEnable(GL_TEXTURE_GEN_T);
1909 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1910 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1911 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1912 glEnable(GL_TEXTURE_GEN_R);
1913 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1914 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
1915 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
1918 break;
1920 /* Unhandled types: */
1921 default:
1922 /* Todo: */
1923 /* ? disable GL_TEXTURE_GEN_n ? */
1924 glDisable(GL_TEXTURE_GEN_S);
1925 glDisable(GL_TEXTURE_GEN_T);
1926 glDisable(GL_TEXTURE_GEN_R);
1927 glDisable(GL_TEXTURE_GEN_Q);
1928 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
1929 break;
1932 /* Update the texture matrix */
1933 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
1934 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
1937 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
1938 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
1939 * source. Call loadVertexData directly because there is no need to reparse the vertex declaration
1940 * and do all the things linked to it
1941 * TODO: Tidy that up to reload only the arrays of the changed unit
1943 loadVertexData(stateblock, &stateblock->wineD3DDevice->strided_streams);
1947 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1948 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1949 union {
1950 DWORD d;
1951 float f;
1952 } tmpvalue;
1954 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
1955 if(tmpvalue.f != 0.0) {
1956 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
1960 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1961 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1962 union {
1963 DWORD d;
1964 float f;
1965 } tmpvalue;
1967 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
1968 if(tmpvalue.f != 0.0) {
1969 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
1973 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1974 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1976 if(stage >= GL_LIMITS(texture_stages)) {
1977 return;
1980 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
1981 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
1985 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1986 DWORD sampler = state - STATE_SAMPLER(0);
1987 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
1988 union {
1989 float f;
1990 DWORD d;
1991 } tmpvalue;
1993 TRACE("Sampler: %d\n", sampler);
1994 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
1995 * only has to bind textures and set the per texture states
1998 if (mapped_stage == -1) {
1999 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2000 return;
2003 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2004 if (mapped_stage >= GL_LIMITS(samplers)) {
2005 return;
2007 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2008 checkGLcall("glActiveTextureARB");
2009 } else if (sampler > 0) {
2010 /* We can't do anything here */
2011 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2012 return;
2015 if(stateblock->textures[sampler]) {
2016 BOOL texIsPow2 = FALSE;
2018 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2019 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2020 * scaling is reapplied or removed, the texture matrix has to be reapplied
2022 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2023 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2024 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2025 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2026 texIsPow2 = TRUE;
2028 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2029 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2030 texIsPow2 = TRUE;
2034 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2035 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2036 context->lastWasPow2Texture[sampler] = texIsPow2;
2040 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2041 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2043 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2044 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2045 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2046 GL_TEXTURE_LOD_BIAS_EXT,
2047 tmpvalue.f);
2048 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2051 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2052 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2053 /* Using a pixel shader? Verify the sampler types */
2055 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2056 * dimensions because the shader knows from which texture type to sample from. For the sake of
2057 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2058 * dimensions. This should make wrong sampling sources visible :-)
2060 glEnable(stateblock->textureDimensions[sampler]);
2061 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2062 } else if(sampler < stateblock->lowest_disabled_stage) {
2063 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2064 activate_dimensions(sampler, stateblock);
2067 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2068 /* If color keying is enabled update the alpha test, it depends on the existence
2069 * of a color key in stage 0
2071 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2074 } else if(sampler < GL_LIMITS(texture_stages)) {
2075 if(sampler < stateblock->lowest_disabled_stage) {
2076 /* TODO: What should I do with pixel shaders here ??? */
2077 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2078 activate_dimensions(sampler, stateblock);
2080 } /* Otherwise tex_colorop disables the stage */
2081 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2082 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2086 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2087 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2089 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2090 * has an update pending
2092 if(isStateDirty(context, STATE_VDECL) ||
2093 isStateDirty(context, STATE_PIXELSHADER)) {
2094 return;
2097 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2100 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2101 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2102 BOOL use_pshader = use_ps(device);
2103 BOOL use_vshader = use_vs(device);
2104 BOOL update_fog = FALSE;
2105 int i;
2107 if (use_pshader) {
2108 if(!context->last_was_pshader) {
2109 /* Former draw without a pixel shader, some samplers
2110 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2111 * make sure to enable them
2113 for(i=0; i < MAX_SAMPLERS; i++) {
2114 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2115 sampler(STATE_SAMPLER(i), stateblock, context);
2118 update_fog = TRUE;
2119 } else {
2120 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2121 * if a different texture was bound. I don't have to do anything.
2125 /* Compile and bind the shader */
2126 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2127 } else {
2128 /* Disabled the pixel shader - color ops weren't applied
2129 * while it was enabled, so re-apply them.
2131 for(i=0; i < MAX_TEXTURES; i++) {
2132 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2133 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2136 if(context->last_was_pshader)
2137 update_fog = TRUE;
2140 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2141 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2143 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2144 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2148 if(update_fog)
2149 state_fog(state, stateblock, context);
2151 context->last_was_pshader = use_pshader;
2154 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2155 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2157 if(stateblock->pixelShader && stage != 0 &&
2158 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2159 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2160 * anyway
2162 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2163 !isStateDirty(context, STATE_PIXELSHADER)) {
2164 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2168 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2169 if(stage >= GL_LIMITS(texture_stages)) {
2170 WARN("Bump env matrix of unsupported stage set\n");
2171 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2172 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2173 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2175 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2176 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2177 checkGLcall("glTexBumpParameterfvATI");
2179 /* TODO: GL_NV_texture_shader */
2182 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2183 /* This function is called by transform_view below if the view matrix was changed too
2185 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2186 * does not always update the world matrix, only on a switch between transformed
2187 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2188 * draw, but that should be rather rare and cheaper in total.
2190 glMatrixMode(GL_MODELVIEW);
2191 checkGLcall("glMatrixMode");
2193 if(context->last_was_rhw) {
2194 glLoadIdentity();
2195 checkGLcall("glLoadIdentity()");
2196 } else {
2197 /* In the general case, the view matrix is the identity matrix */
2198 if (stateblock->wineD3DDevice->view_ident) {
2199 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2200 checkGLcall("glLoadMatrixf");
2201 } else {
2202 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2203 checkGLcall("glLoadMatrixf");
2204 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2205 checkGLcall("glMultMatrixf");
2210 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2211 UINT index = state - STATE_CLIPPLANE(0);
2213 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2214 return;
2217 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2218 glMatrixMode(GL_MODELVIEW);
2219 glPushMatrix();
2220 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2222 TRACE("Clipplane [%f,%f,%f,%f]\n",
2223 stateblock->clipplane[index][0],
2224 stateblock->clipplane[index][1],
2225 stateblock->clipplane[index][2],
2226 stateblock->clipplane[index][3]);
2227 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2228 checkGLcall("glClipPlane");
2230 glPopMatrix();
2233 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2234 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2235 GLenum glMat;
2236 TRACE("Setting world matrix %d\n", matrix);
2238 if(matrix >= GL_LIMITS(blends)) {
2239 WARN("Unsupported blend matrix set\n");
2240 return;
2241 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2242 return;
2245 /* GL_MODELVIEW0_ARB: 0x1700
2246 * GL_MODELVIEW1_ARB: 0x0x850a
2247 * GL_MODELVIEW2_ARB: 0x8722
2248 * GL_MODELVIEW3_ARB: 0x8723
2249 * etc
2250 * GL_MODELVIEW31_ARB: 0x873F
2252 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2253 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2255 glMatrixMode(glMat);
2256 checkGLcall("glMatrixMode(glMat)");
2258 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2259 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2261 if(stateblock->wineD3DDevice->view_ident) {
2262 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2263 checkGLcall("glLoadMatrixf")
2264 } else {
2265 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2266 checkGLcall("glLoadMatrixf")
2267 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2268 checkGLcall("glMultMatrixf")
2272 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2273 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2275 switch(val) {
2276 case WINED3DVBF_1WEIGHTS:
2277 case WINED3DVBF_2WEIGHTS:
2278 case WINED3DVBF_3WEIGHTS:
2279 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2280 glEnable(GL_VERTEX_BLEND_ARB);
2281 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2283 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2284 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2286 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2288 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2289 int i;
2290 for(i = 1; i < GL_LIMITS(blends); i++) {
2291 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2292 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2295 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2297 } else {
2298 /* TODO: Implement vertex blending in drawStridedSlow */
2299 FIXME("Vertex blending enabled, but not supported by hardware\n");
2301 break;
2303 case WINED3DVBF_DISABLE:
2304 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2305 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2306 glDisable(GL_VERTEX_BLEND_ARB);
2307 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2308 } else {
2309 TRACE("Vertex blending disabled\n");
2311 break;
2313 case WINED3DVBF_TWEENING:
2314 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2315 * vertex weights in the vertices?
2316 * For now we don't report that as supported, so a warn should suffice
2318 WARN("Tweening not supported yet\n");
2319 break;
2323 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2324 unsigned int k;
2326 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2327 * NOTE: We have to reset the positions even if the light/plane is not currently
2328 * enabled, since the call to enable it will not reset the position.
2329 * NOTE2: Apparently texture transforms do NOT need reapplying
2332 PLIGHTINFOEL *light = NULL;
2334 glMatrixMode(GL_MODELVIEW);
2335 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2336 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2337 checkGLcall("glLoadMatrixf(...)");
2339 /* Reset lights. TODO: Call light apply func */
2340 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2341 light = stateblock->activeLights[k];
2342 if(!light) continue;
2343 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2344 checkGLcall("glLightfv posn");
2345 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2346 checkGLcall("glLightfv dirn");
2349 /* Reset Clipping Planes */
2350 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2351 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2352 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2356 if(context->last_was_rhw) {
2357 glLoadIdentity();
2358 checkGLcall("glLoadIdentity()");
2359 /* No need to update the world matrix, the identity is fine */
2360 return;
2363 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2364 * No need to do it here if the state is scheduled for update.
2366 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2367 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2370 /* Avoid looping over a number of matrices if the app never used the functionality */
2371 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2372 for(k = 1; k < GL_LIMITS(blends); k++) {
2373 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2374 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2380 static const GLfloat invymat[16] = {
2381 1.0f, 0.0f, 0.0f, 0.0f,
2382 0.0f, -1.0f, 0.0f, 0.0f,
2383 0.0f, 0.0f, 1.0f, 0.0f,
2384 0.0f, 0.0f, 0.0f, 1.0f};
2386 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2387 glMatrixMode(GL_PROJECTION);
2388 checkGLcall("glMatrixMode(GL_PROJECTION)");
2389 glLoadIdentity();
2390 checkGLcall("glLoadIdentity");
2392 if(context->last_was_rhw) {
2393 double X, Y, height, width, minZ, maxZ;
2395 X = stateblock->viewport.X;
2396 Y = stateblock->viewport.Y;
2397 height = stateblock->viewport.Height;
2398 width = stateblock->viewport.Width;
2399 minZ = stateblock->viewport.MinZ;
2400 maxZ = stateblock->viewport.MaxZ;
2402 if(!stateblock->wineD3DDevice->untransformed) {
2403 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2404 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2405 * suppress depth clipping. This can be done because it is an orthogonal projection and
2406 * the Z coordinate does not affect the size of the primitives
2408 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2409 if(stateblock->wineD3DDevice->render_offscreen) {
2410 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2411 } else {
2412 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2414 } else {
2415 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2416 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2417 * unmodified to opengl.
2419 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2420 * replacement shader.
2422 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2423 if(stateblock->wineD3DDevice->render_offscreen) {
2424 glOrtho(X, X + width, -Y, -Y - height, 1.0, -1.0);
2425 } else {
2426 glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
2429 checkGLcall("glOrtho");
2431 /* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */
2432 glTranslatef(0.375, 0.375, 0);
2433 checkGLcall("glTranslatef(0.375, 0.375, 0)");
2434 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2435 * render everything upside down when rendering offscreen. */
2436 if (stateblock->wineD3DDevice->render_offscreen) {
2437 glMultMatrixf(invymat);
2438 checkGLcall("glMultMatrixf(invymat)");
2440 } else {
2441 /* The rule is that the window coordinate 0 does not correspond to the
2442 beginning of the first pixel, but the center of the first pixel.
2443 As a consequence if you want to correctly draw one line exactly from
2444 the left to the right end of the viewport (with all matrices set to
2445 be identity), the x coords of both ends of the line would be not
2446 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2447 instead. */
2448 glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
2449 checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
2451 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2452 * render everything upside down when rendering offscreen. */
2453 if (stateblock->wineD3DDevice->render_offscreen) {
2454 glMultMatrixf(invymat);
2455 checkGLcall("glMultMatrixf(invymat)");
2457 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2458 checkGLcall("glLoadMatrixf");
2462 /* This should match any arrays loaded in loadVertexData.
2463 * stateblock impl is required for GL_SUPPORT
2464 * TODO: Only load / unload arrays if we have to.
2466 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2467 int texture_idx;
2469 glDisableClientState(GL_VERTEX_ARRAY);
2470 glDisableClientState(GL_NORMAL_ARRAY);
2471 glDisableClientState(GL_COLOR_ARRAY);
2472 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2473 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2475 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2476 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2478 for (texture_idx = 0; texture_idx < GL_LIMITS(textures); ++texture_idx) {
2479 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
2480 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2484 /* This should match any arrays loaded in loadNumberedArrays
2485 * TODO: Only load / unload arrays if we have to.
2487 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2488 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2489 GLint maxAttribs;
2490 int i;
2492 /* Leave all the attribs disabled */
2493 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2494 /* MESA does not support it right not */
2495 if (glGetError() != GL_NO_ERROR)
2496 maxAttribs = 16;
2497 for (i = 0; i < maxAttribs; ++i) {
2498 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2499 checkGLcall("glDisableVertexAttribArrayARB(reg);");
2503 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2504 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2505 int i;
2506 UINT *offset = stateblock->streamOffset;
2508 /* Default to no instancing */
2509 stateblock->wineD3DDevice->instancedDraw = FALSE;
2511 for (i = 0; i < MAX_ATTRIBS; i++) {
2513 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2514 continue;
2516 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2517 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2518 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2519 stateblock->wineD3DDevice->instancedDraw = TRUE;
2520 continue;
2523 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2525 if(strided->u.input[i].dwStride) {
2526 if(curVBO != strided->u.input[i].VBO) {
2527 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2528 checkGLcall("glBindBufferARB");
2529 curVBO = strided->u.input[i].VBO;
2531 GL_EXTCALL(glVertexAttribPointerARB(i,
2532 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2533 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2534 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2535 strided->u.input[i].dwStride,
2536 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2537 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2538 } else {
2539 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2540 * set up the attribute statically. But we have to figure out the system memory address.
2542 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2543 if(strided->u.input[i].VBO) {
2544 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2545 ptr += (long) vb->resource.allocatedMemory;
2547 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2549 switch(strided->u.input[i].dwType) {
2550 case WINED3DDECLTYPE_FLOAT1:
2551 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2552 break;
2553 case WINED3DDECLTYPE_FLOAT2:
2554 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2555 break;
2556 case WINED3DDECLTYPE_FLOAT3:
2557 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2558 break;
2559 case WINED3DDECLTYPE_FLOAT4:
2560 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2561 break;
2563 case WINED3DDECLTYPE_UBYTE4:
2564 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2565 break;
2566 case WINED3DDECLTYPE_UBYTE4N:
2567 case WINED3DDECLTYPE_D3DCOLOR:
2568 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2569 break;
2571 case WINED3DDECLTYPE_SHORT2:
2572 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2573 break;
2574 case WINED3DDECLTYPE_SHORT4:
2575 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2576 break;
2578 case WINED3DDECLTYPE_SHORT2N:
2580 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2581 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2582 break;
2584 case WINED3DDECLTYPE_USHORT2N:
2586 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2587 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2588 break;
2590 case WINED3DDECLTYPE_SHORT4N:
2591 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2592 break;
2593 case WINED3DDECLTYPE_USHORT4N:
2594 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2595 break;
2597 case WINED3DDECLTYPE_UDEC3:
2598 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2599 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2600 break;
2601 case WINED3DDECLTYPE_DEC3N:
2602 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2603 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2604 break;
2606 case WINED3DDECLTYPE_FLOAT16_2:
2607 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2608 * byte float according to the IEEE standard
2610 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2611 break;
2612 case WINED3DDECLTYPE_FLOAT16_4:
2613 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2614 break;
2616 case WINED3DDECLTYPE_UNUSED:
2617 default:
2618 ERR("Unexpected declaration in stride 0 attributes\n");
2619 break;
2626 /* Used from 2 different functions, and too big to justify making it inlined */
2627 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2628 unsigned int textureNo = 0;
2629 UINT *offset = stateblock->streamOffset;
2630 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2631 unsigned int mapped_stage = 0;
2633 TRACE("Using fast vertex array code\n");
2635 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2636 stateblock->wineD3DDevice->instancedDraw = FALSE;
2638 /* Blend Data ---------------------------------------------- */
2639 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2640 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2642 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2643 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2644 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2646 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2647 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2649 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2651 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2652 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2653 sd->u.s.blendWeights.dwStride,
2654 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2656 if(curVBO != sd->u.s.blendWeights.VBO) {
2657 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2658 checkGLcall("glBindBufferARB");
2659 curVBO = sd->u.s.blendWeights.VBO;
2662 GL_EXTCALL(glWeightPointerARB)(
2663 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2664 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2665 sd->u.s.blendWeights.dwStride,
2666 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2668 checkGLcall("glWeightPointerARB");
2670 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2671 static BOOL showfixme = TRUE;
2672 if(showfixme){
2673 FIXME("blendMatrixIndices support\n");
2674 showfixme = FALSE;
2677 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2678 /* FIXME("TODO\n");*/
2679 #if 0
2681 GL_EXTCALL(glVertexWeightPointerEXT)(
2682 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2683 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2684 sd->u.s.blendWeights.dwStride,
2685 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2686 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2687 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2688 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2689 #endif
2691 } else {
2692 /* TODO: support blends in drawStridedSlow
2693 * No need to write a FIXME here, this is done after the general vertex decl decoding
2695 WARN("unsupported blending in openGl\n");
2697 } else {
2698 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2699 static const GLbyte one = 1;
2700 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2701 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2702 GL_EXTCALL(glWeightbvARB(1, &one));
2703 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
2704 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2705 TRACE(" EXT_VERTEX_WEIGHTING\n");
2706 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2707 checkGLcall("glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2712 #if 0 /* FOG ----------------------------------------------*/
2713 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2714 /* TODO: fog*/
2715 if (GL_SUPPORT(EXT_FOG_COORD) {
2716 glEnableClientState(GL_FOG_COORDINATE_EXT);
2717 (GL_EXTCALL)(FogCoordPointerEXT)(
2718 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2719 sd->u.s.fog.dwStride,
2720 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2721 } else {
2722 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2723 /* FIXME: fixme once */
2724 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
2726 } else {
2727 if (GL_SUPPRT(EXT_FOR_COORD) {
2728 /* make sure fog is disabled */
2729 glDisableClientState(GL_FOG_COORDINATE_EXT);
2732 #endif
2734 #if 0 /* tangents ----------------------------------------------*/
2735 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
2736 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2737 /* TODO: tangents*/
2738 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2739 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
2740 glEnable(GL_TANGENT_ARRAY_EXT);
2741 (GL_EXTCALL)(TangentPointerEXT)(
2742 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
2743 sd->u.s.tangent.dwStride,
2744 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
2745 } else {
2746 glDisable(GL_TANGENT_ARRAY_EXT);
2748 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2749 glEnable(GL_BINORMAL_ARRAY_EXT);
2750 (GL_EXTCALL)(BinormalPointerEXT)(
2751 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
2752 sd->u.s.binormal.dwStride,
2753 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
2754 } else{
2755 glDisable(GL_BINORMAL_ARRAY_EXT);
2758 } else {
2759 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
2760 /* FIXME: fixme once */
2761 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
2763 } else {
2764 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2765 /* make sure fog is disabled */
2766 glDisable(GL_TANGENT_ARRAY_EXT);
2767 glDisable(GL_BINORMAL_ARRAY_EXT);
2770 #endif
2772 /* Point Size ----------------------------------------------*/
2773 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
2775 /* no such functionality in the fixed function GL pipeline */
2776 TRACE("Cannot change ptSize here in openGl\n");
2777 /* TODO: Implement this function in using shaders if they are available */
2781 /* Vertex Pointers -----------------------------------------*/
2782 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
2783 /* Note dwType == float3 or float4 == 2 or 3 */
2784 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
2785 sd->u.s.position.dwStride,
2786 sd->u.s.position.dwType + 1,
2787 sd->u.s.position.lpData));
2789 if(curVBO != sd->u.s.position.VBO) {
2790 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
2791 checkGLcall("glBindBufferARB");
2792 curVBO = sd->u.s.position.VBO;
2795 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
2796 handling for rhw mode should not impact screen position whereas in GL it does.
2797 This may result in very slightly distored textures in rhw mode, but
2798 a very minimal different. There's always the other option of
2799 fixing the view matrix to prevent w from having any effect
2801 This only applies to user pointer sources, in VBOs the vertices are fixed up
2803 if(sd->u.s.position.VBO == 0) {
2804 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
2805 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2806 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2807 } else {
2808 glVertexPointer(
2809 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
2810 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2811 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2813 checkGLcall("glVertexPointer(...)");
2814 glEnableClientState(GL_VERTEX_ARRAY);
2815 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
2817 } else {
2818 glDisableClientState(GL_VERTEX_ARRAY);
2819 checkGLcall("glDisableClientState(GL_VERTEX_ARRAY)");
2822 /* Normals -------------------------------------------------*/
2823 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
2824 /* Note dwType == float3 or float4 == 2 or 3 */
2825 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
2826 sd->u.s.normal.dwStride,
2827 sd->u.s.normal.lpData));
2828 if(curVBO != sd->u.s.normal.VBO) {
2829 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
2830 checkGLcall("glBindBufferARB");
2831 curVBO = sd->u.s.normal.VBO;
2833 glNormalPointer(
2834 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
2835 sd->u.s.normal.dwStride,
2836 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
2837 checkGLcall("glNormalPointer(...)");
2838 glEnableClientState(GL_NORMAL_ARRAY);
2839 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
2841 } else {
2842 glDisableClientState(GL_NORMAL_ARRAY);
2843 checkGLcall("glDisableClientState(GL_NORMAL_ARRAY)");
2844 glNormal3f(0, 0, 1);
2845 checkGLcall("glNormal3f(0, 0, 1)");
2848 /* Diffuse Colour --------------------------------------------*/
2849 /* WARNING: Data here MUST be in RGBA format, so cannot */
2850 /* go directly into fast mode from app pgm, because */
2851 /* directx requires data in BGRA format. */
2852 /* currently fixupVertices swizels the format, but this isn't */
2853 /* very practical when using VBOS */
2854 /* NOTE: Unless we write a vertex shader to swizel the colour */
2855 /* , or the user doesn't care and wants the speed advantage */
2857 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
2858 /* Note dwType == float3 or float4 == 2 or 3 */
2859 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2860 sd->u.s.diffuse.dwStride,
2861 sd->u.s.diffuse.lpData));
2863 if(curVBO != sd->u.s.diffuse.VBO) {
2864 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
2865 checkGLcall("glBindBufferARB");
2866 curVBO = sd->u.s.diffuse.VBO;
2868 glColorPointer(4, GL_UNSIGNED_BYTE,
2869 sd->u.s.diffuse.dwStride,
2870 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
2871 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
2872 glEnableClientState(GL_COLOR_ARRAY);
2873 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
2875 } else {
2876 glDisableClientState(GL_COLOR_ARRAY);
2877 checkGLcall("glDisableClientState(GL_COLOR_ARRAY)");
2878 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
2879 checkGLcall("glColor4f(1, 1, 1, 1)");
2882 /* Specular Colour ------------------------------------------*/
2883 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
2884 TRACE("setting specular colour\n");
2885 /* Note dwType == float3 or float4 == 2 or 3 */
2886 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2887 sd->u.s.specular.dwStride,
2888 sd->u.s.specular.lpData));
2889 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2890 if(curVBO != sd->u.s.specular.VBO) {
2891 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
2892 checkGLcall("glBindBufferARB");
2893 curVBO = sd->u.s.specular.VBO;
2895 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
2896 sd->u.s.specular.dwStride,
2897 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
2898 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
2899 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2900 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
2901 } else {
2903 /* Missing specular color is not critical, no warnings */
2904 VTRACE(("Specular colour is not supported in this GL implementation\n"));
2907 } else {
2908 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2910 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2911 checkGLcall("glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
2912 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
2913 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
2914 } else {
2916 /* Missing specular color is not critical, no warnings */
2917 VTRACE(("Specular colour is not supported in this GL implementation\n"));
2921 /* Texture coords -------------------------------------------*/
2923 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
2924 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
2925 /* Abort if we don't support the extension. */
2926 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
2927 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2928 continue;
2931 if (stateblock->textures[textureNo] != NULL) {
2932 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
2934 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
2935 /* The gl texture unit will never be -1 for a bound texture */
2936 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2937 checkGLcall("glClientActiveTextureARB");
2939 if (coordIdx >= MAX_TEXTURES) {
2940 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
2941 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2942 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2944 } else if (sd->u.s.texCoords[coordIdx].lpData == NULL && sd->u.s.texCoords[coordIdx].VBO == 0) {
2945 VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
2946 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2947 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2949 } else {
2950 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
2951 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
2952 if(curVBO != sd->u.s.texCoords[coordIdx].VBO) {
2953 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
2954 checkGLcall("glBindBufferARB");
2955 curVBO = sd->u.s.texCoords[coordIdx].VBO;
2957 /* The coords to supply depend completely on the fvf / vertex shader */
2958 glTexCoordPointer(
2959 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
2960 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
2961 sd->u.s.texCoords[coordIdx].dwStride,
2962 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
2963 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
2965 } else if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2966 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo));
2967 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2968 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2971 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2972 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
2973 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
2974 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo));
2975 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2976 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2981 static inline void drawPrimitiveTraceDataLocations(
2982 WineDirect3DVertexStridedData *dataLocations) {
2984 /* Dump out what parts we have supplied */
2985 TRACE("Strided Data:\n");
2986 TRACE_STRIDED((dataLocations), position);
2987 TRACE_STRIDED((dataLocations), blendWeights);
2988 TRACE_STRIDED((dataLocations), blendMatrixIndices);
2989 TRACE_STRIDED((dataLocations), normal);
2990 TRACE_STRIDED((dataLocations), pSize);
2991 TRACE_STRIDED((dataLocations), diffuse);
2992 TRACE_STRIDED((dataLocations), specular);
2993 TRACE_STRIDED((dataLocations), texCoords[0]);
2994 TRACE_STRIDED((dataLocations), texCoords[1]);
2995 TRACE_STRIDED((dataLocations), texCoords[2]);
2996 TRACE_STRIDED((dataLocations), texCoords[3]);
2997 TRACE_STRIDED((dataLocations), texCoords[4]);
2998 TRACE_STRIDED((dataLocations), texCoords[5]);
2999 TRACE_STRIDED((dataLocations), texCoords[6]);
3000 TRACE_STRIDED((dataLocations), texCoords[7]);
3001 TRACE_STRIDED((dataLocations), position2);
3002 TRACE_STRIDED((dataLocations), normal2);
3003 TRACE_STRIDED((dataLocations), tangent);
3004 TRACE_STRIDED((dataLocations), binormal);
3005 TRACE_STRIDED((dataLocations), tessFactor);
3006 TRACE_STRIDED((dataLocations), fog);
3007 TRACE_STRIDED((dataLocations), depth);
3008 TRACE_STRIDED((dataLocations), sample);
3010 return;
3013 /* Helper for vertexdeclaration() */
3014 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3015 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3016 BOOL fixup = FALSE;
3017 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3019 if(device->up_strided) {
3020 /* Note: this is a ddraw fixed-function code path */
3021 TRACE("================ Strided Input ===================\n");
3022 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3024 if(TRACE_ON(d3d)) {
3025 drawPrimitiveTraceDataLocations(dataLocations);
3027 } else if (stateblock->vertexDecl) {
3028 /* Note: This is a fixed function or shader codepath.
3029 * This means it must handle both types of strided data.
3030 * Shaders must go through here to zero the strided data, even if they
3031 * don't set any declaration at all
3033 TRACE("================ Vertex Declaration ===================\n");
3034 memset(dataLocations, 0, sizeof(*dataLocations));
3035 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3036 useVertexShaderFunction, dataLocations, &fixup);
3037 } else {
3038 /* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
3039 * It is reachable through d3d8, but only for fixed-function.
3040 * It will not work properly for shaders.
3042 TRACE("================ FVF ===================\n");
3043 memset(dataLocations, 0, sizeof(*dataLocations));
3044 primitiveConvertToStridedData((IWineD3DDevice *) device, dataLocations, &fixup);
3045 if(TRACE_ON(d3d)) {
3046 drawPrimitiveTraceDataLocations(dataLocations);
3050 if (dataLocations->u.s.position_transformed) {
3051 useVertexShaderFunction = FALSE;
3054 /* Unload the old arrays before loading the new ones to get old junk out */
3055 if(context->numberedArraysLoaded) {
3056 unloadNumberedArrays(stateblock);
3057 context->numberedArraysLoaded = FALSE;
3059 if(context->namedArraysLoaded) {
3060 unloadVertexData(stateblock);
3061 context->namedArraysLoaded = FALSE;
3064 if(useVertexShaderFunction) {
3065 TRACE("Loading numbered arrays\n");
3066 loadNumberedArrays(stateblock, dataLocations);
3067 device->useDrawStridedSlow = FALSE;
3068 context->numberedArraysLoaded = TRUE;
3069 } else if (fixup ||
3070 (dataLocations->u.s.pSize.lpData == NULL &&
3071 dataLocations->u.s.diffuse.lpData == NULL &&
3072 dataLocations->u.s.specular.lpData == NULL)) {
3073 /* Load the vertex data using named arrays */
3074 TRACE("Loading vertex data\n");
3075 loadVertexData(stateblock, dataLocations);
3076 device->useDrawStridedSlow = FALSE;
3077 context->namedArraysLoaded = TRUE;
3078 } else {
3079 TRACE("Not loading vertex data\n");
3080 device->useDrawStridedSlow = TRUE;
3083 /* Generate some fixme's if unsupported functionality is being used */
3084 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3085 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3086 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3087 FIXME("Tweening is only valid with vertex shaders\n");
3089 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3090 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3092 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3093 FIXME("Extended attributes are only valid with vertex shaders\n");
3095 #undef BUFFER_OR_DATA
3098 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3099 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3100 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3101 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3102 BOOL transformed;
3103 /* Some stuff is in the device until we have per context tracking */
3104 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3105 BOOL wasrhw = context->last_was_rhw;
3107 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3108 * here simply check whether a shader was set, or the user disabled shaders
3110 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3111 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3112 useVertexShaderFunction = TRUE;
3114 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3115 updateFog = TRUE;
3117 } else if(context->last_was_foggy_shader) {
3118 updateFog = TRUE;
3121 handleStreams(stateblock, useVertexShaderFunction, context);
3123 transformed = device->strided_streams.u.s.position_transformed;
3124 if (transformed) useVertexShaderFunction = FALSE;
3126 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3127 updateFog = TRUE;
3130 /* Reapply lighting if it is not scheduled for reapplication already */
3131 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3132 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3135 if (transformed) {
3136 context->last_was_rhw = TRUE;
3137 } else {
3139 /* Untransformed, so relies on the view and projection matrices */
3140 context->last_was_rhw = FALSE;
3141 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3142 device->untransformed = TRUE;
3144 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3145 * Not needed as long as only hw shaders are supported
3148 /* This sets the shader output position correction constants.
3149 * TODO: Move to the viewport state
3151 if (useVertexShaderFunction) {
3152 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3156 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3157 * off this function will be called again anyway to make sure they're properly set
3159 if(!useVertexShaderFunction) {
3160 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3161 * or transformed / untransformed was switched
3163 if(wasrhw != context->last_was_rhw &&
3164 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3165 !isStateDirty(context, STATE_VIEWPORT)) {
3166 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3168 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3169 * mode.
3171 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3172 * this check will fail and the matrix not applied again. This is OK because a simple
3173 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3174 * needs of the vertex declaration.
3176 * World and view matrix go into the same gl matrix, so only apply them when neither is
3177 * dirty
3179 if(transformed != wasrhw &&
3180 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3181 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3182 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3185 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3186 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3189 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3190 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3192 } else {
3193 /* We compile the shader here because we need the vertex declaration
3194 * in order to determine if we need to do any swizzling for D3DCOLOR
3195 * registers. If the shader is already compiled this call will do nothing. */
3196 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3198 if(!context->last_was_vshader) {
3199 int i;
3200 static BOOL warned = FALSE;
3201 /* Disable all clip planes to get defined results on all drivers. See comment in the
3202 * state_clipping state handler
3204 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3205 glDisable(GL_CLIP_PLANE0 + i);
3206 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3209 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3210 FIXME("Clipping not supported with vertex shaders\n");
3211 warned = TRUE;
3216 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3217 * application
3219 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3220 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3222 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3223 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3227 context->last_was_vshader = useVertexShaderFunction;
3229 if(updateFog) {
3230 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3234 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3235 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3236 checkGLcall("glDepthRange");
3237 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3239 if(stateblock->wineD3DDevice->render_offscreen) {
3240 glViewport(stateblock->viewport.X,
3241 stateblock->viewport.Y,
3242 stateblock->viewport.Width, stateblock->viewport.Height);
3243 } else {
3244 glViewport(stateblock->viewport.X,
3245 (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3246 stateblock->viewport.Width, stateblock->viewport.Height);
3249 checkGLcall("glViewport");
3251 stateblock->wineD3DDevice->posFixup[2] = 0.9 / stateblock->viewport.Width;
3252 stateblock->wineD3DDevice->posFixup[3] = -0.9 / stateblock->viewport.Height;
3253 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3254 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3259 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3260 UINT Index = state - STATE_ACTIVELIGHT(0);
3261 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3263 if(!lightInfo) {
3264 glDisable(GL_LIGHT0 + Index);
3265 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3266 } else {
3267 float quad_att;
3268 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3270 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3271 glMatrixMode(GL_MODELVIEW);
3272 glPushMatrix();
3273 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3275 /* Diffuse: */
3276 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3277 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3278 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3279 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3280 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3281 checkGLcall("glLightfv");
3283 /* Specular */
3284 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3285 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3286 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3287 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3288 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3289 checkGLcall("glLightfv");
3291 /* Ambient */
3292 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3293 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3294 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3295 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3296 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3297 checkGLcall("glLightfv");
3299 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3300 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3301 } else {
3302 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3305 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3306 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3307 * Attenuation0 to NaN and crashes in the gl lib
3310 switch (lightInfo->OriginalParms.Type) {
3311 case WINED3DLIGHT_POINT:
3312 /* Position */
3313 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3314 checkGLcall("glLightfv");
3315 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3316 checkGLcall("glLightf");
3317 /* Attenuation - Are these right? guessing... */
3318 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3319 checkGLcall("glLightf");
3320 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3321 checkGLcall("glLightf");
3322 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3323 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3324 checkGLcall("glLightf");
3325 /* FIXME: Range */
3326 break;
3328 case WINED3DLIGHT_SPOT:
3329 /* Position */
3330 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3331 checkGLcall("glLightfv");
3332 /* Direction */
3333 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3334 checkGLcall("glLightfv");
3335 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3336 checkGLcall("glLightf");
3337 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3338 checkGLcall("glLightf");
3339 /* Attenuation - Are these right? guessing... */
3340 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3341 checkGLcall("glLightf");
3342 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3343 checkGLcall("glLightf");
3344 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3345 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3346 checkGLcall("glLightf");
3347 /* FIXME: Range */
3348 break;
3350 case WINED3DLIGHT_DIRECTIONAL:
3351 /* Direction */
3352 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3353 checkGLcall("glLightfv");
3354 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3355 checkGLcall("glLightf");
3356 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3357 checkGLcall("glLightf");
3358 break;
3360 default:
3361 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3364 /* Restore the modelview matrix */
3365 glPopMatrix();
3367 glEnable(GL_LIGHT0 + Index);
3368 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3371 return;
3374 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3375 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3376 RECT *pRect = &stateblock->scissorRect;
3377 RECT windowRect;
3378 UINT winHeight;
3380 GetClientRect(swapchain->win_handle, &windowRect);
3381 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3382 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3384 winHeight = windowRect.bottom - windowRect.top;
3385 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3386 pRect->right - pRect->left, pRect->bottom - pRect->top);
3387 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3388 checkGLcall("glScissor");
3391 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3392 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3393 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3394 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3395 } else {
3396 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3397 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3402 const struct StateEntry StateTable[] =
3404 /* State name representative, apply function */
3405 { /* 0, Undefined */ 0, state_undefined },
3406 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3407 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3408 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3409 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3410 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3411 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3412 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3413 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3414 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3415 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3416 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3417 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3418 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3419 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3420 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3421 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3422 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3423 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3424 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3425 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3426 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3427 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3428 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3429 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3430 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3431 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3432 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3433 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3434 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3435 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3436 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3437 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3438 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3439 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3440 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3441 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3442 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3443 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3444 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3445 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3446 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3447 { /* 42, undefined */ 0, state_undefined },
3448 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3449 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3450 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3451 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3452 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3453 { /* 48, WINED3DRS_RANGEFOGENABLE */ 0, state_nogl },
3454 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3455 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3456 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3457 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3458 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3459 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3460 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3461 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3462 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3463 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3464 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3465 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3466 { /* 61, Undefined */ 0, state_undefined },
3467 { /* 62, Undefined */ 0, state_undefined },
3468 { /* 63, Undefined */ 0, state_undefined },
3469 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3470 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3471 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3472 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3473 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3474 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3475 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3476 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3477 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3478 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3479 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3480 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3481 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3482 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3483 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3484 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3485 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3486 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3487 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3488 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3489 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3490 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3491 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3492 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3493 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3494 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3495 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3496 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3497 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3498 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3499 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3500 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3501 { /* 96, Undefined */ 0, state_undefined },
3502 { /* 97, Undefined */ 0, state_undefined },
3503 { /* 98, Undefined */ 0, state_undefined },
3504 { /* 99, Undefined */ 0, state_undefined },
3505 { /*100, Undefined */ 0, state_undefined },
3506 { /*101, Undefined */ 0, state_undefined },
3507 { /*102, Undefined */ 0, state_undefined },
3508 { /*103, Undefined */ 0, state_undefined },
3509 { /*104, Undefined */ 0, state_undefined },
3510 { /*105, Undefined */ 0, state_undefined },
3511 { /*106, Undefined */ 0, state_undefined },
3512 { /*107, Undefined */ 0, state_undefined },
3513 { /*108, Undefined */ 0, state_undefined },
3514 { /*109, Undefined */ 0, state_undefined },
3515 { /*110, Undefined */ 0, state_undefined },
3516 { /*111, Undefined */ 0, state_undefined },
3517 { /*112, Undefined */ 0, state_undefined },
3518 { /*113, Undefined */ 0, state_undefined },
3519 { /*114, Undefined */ 0, state_undefined },
3520 { /*115, Undefined */ 0, state_undefined },
3521 { /*116, Undefined */ 0, state_undefined },
3522 { /*117, Undefined */ 0, state_undefined },
3523 { /*118, Undefined */ 0, state_undefined },
3524 { /*119, Undefined */ 0, state_undefined },
3525 { /*120, Undefined */ 0, state_undefined },
3526 { /*121, Undefined */ 0, state_undefined },
3527 { /*122, Undefined */ 0, state_undefined },
3528 { /*123, Undefined */ 0, state_undefined },
3529 { /*124, Undefined */ 0, state_undefined },
3530 { /*125, Undefined */ 0, state_undefined },
3531 { /*126, Undefined */ 0, state_undefined },
3532 { /*127, Undefined */ 0, state_undefined },
3533 /* Big hole ends */
3534 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3535 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3536 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3537 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3538 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3539 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3540 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3541 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3542 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3543 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3544 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3545 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3546 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3547 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3548 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3549 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3550 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3551 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3552 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3553 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3554 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3555 { /*149, Undefined */ 0, state_undefined },
3556 { /*150, Undefined */ 0, state_undefined },
3557 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
3558 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3559 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3560 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
3561 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3562 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3563 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3564 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3565 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3566 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3567 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3568 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3569 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3570 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3571 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3572 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3573 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3574 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3575 { /*169, Undefined */ 0, state_undefined },
3576 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3577 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3578 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3579 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3580 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3581 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3582 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3583 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3584 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3585 { /*177, undefined */ 0, state_undefined },
3586 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3587 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3588 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3589 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3590 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3591 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3592 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3593 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3594 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3595 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3596 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3597 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3598 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3599 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3600 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3601 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3602 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite },
3603 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3604 { /*196, undefined */ 0, state_undefined },
3605 { /*197, undefined */ 0, state_undefined },
3606 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3607 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3608 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3609 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3610 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3611 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3612 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3613 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3614 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3615 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3616 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3617 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend },
3618 /* Texture stage states */
3619 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3620 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3621 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3622 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3623 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3624 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3625 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3626 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3627 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3628 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3629 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3630 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3631 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3632 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3633 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3634 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3635 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3636 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3637 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3638 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3639 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3640 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3641 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3642 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3643 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3644 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3645 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3646 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3647 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3648 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3649 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3650 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3652 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3653 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3654 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3655 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3656 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3657 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3658 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3659 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3660 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3661 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3662 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3663 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3664 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3665 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3666 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3667 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3668 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3669 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3670 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3671 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3672 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3673 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3674 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3675 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3676 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3677 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3678 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3679 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
3680 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3681 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3682 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3683 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3685 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3686 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3687 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3688 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3689 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3690 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3691 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3692 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3693 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3694 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3695 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3696 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3697 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3698 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3699 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3700 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3701 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3702 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3703 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3704 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3705 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3706 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3707 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3708 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3709 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3710 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3711 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3712 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
3713 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3714 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3715 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3716 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3718 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3719 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3720 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3721 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3722 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3723 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3724 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3725 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3726 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3727 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3728 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3729 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3730 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3731 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3732 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3733 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3734 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3735 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3736 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3737 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3738 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3739 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3740 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3741 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3742 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3743 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3744 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3745 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
3746 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3747 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3748 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3749 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3751 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3752 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3753 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3754 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3755 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3756 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3757 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3758 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3759 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3760 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3761 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3762 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3763 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3764 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3765 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3766 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3767 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3768 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3769 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3770 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3771 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3772 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3773 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3774 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3775 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3776 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3777 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3778 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
3779 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3780 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3781 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3782 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3784 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3785 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3786 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3787 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3788 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3789 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3790 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3791 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3792 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3793 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3794 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3795 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3796 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3797 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3798 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3799 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3800 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3801 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3802 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3803 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3804 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3805 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3806 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3807 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3808 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3809 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3810 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3811 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
3812 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3813 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3814 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3815 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3817 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3818 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3819 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3820 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3821 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3822 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3823 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3824 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3825 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3826 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3827 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3828 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3829 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3830 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3831 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3832 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3833 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3834 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3835 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3836 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3837 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3838 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3839 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3840 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3841 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3842 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3843 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3844 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
3845 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3846 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3847 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3848 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3850 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3851 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3852 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3853 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3854 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3855 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3856 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3857 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3858 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3859 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3860 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3861 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3862 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3863 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3864 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3865 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3866 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3867 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3868 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3869 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3870 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3871 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3872 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3873 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3874 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3875 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3876 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3877 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
3878 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3879 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3880 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3881 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3882 /* Sampler states */
3883 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
3884 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
3885 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
3886 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
3887 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
3888 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
3889 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
3890 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
3891 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
3892 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
3893 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
3894 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
3895 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
3896 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
3897 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
3898 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
3899 /* Pixel shader */
3900 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
3901 /* Transform states follow */
3902 { /* 1, undefined */ 0, state_undefined },
3903 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
3904 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
3905 { /* 4, undefined */ 0, state_undefined },
3906 { /* 5, undefined */ 0, state_undefined },
3907 { /* 6, undefined */ 0, state_undefined },
3908 { /* 7, undefined */ 0, state_undefined },
3909 { /* 8, undefined */ 0, state_undefined },
3910 { /* 9, undefined */ 0, state_undefined },
3911 { /* 10, undefined */ 0, state_undefined },
3912 { /* 11, undefined */ 0, state_undefined },
3913 { /* 12, undefined */ 0, state_undefined },
3914 { /* 13, undefined */ 0, state_undefined },
3915 { /* 14, undefined */ 0, state_undefined },
3916 { /* 15, undefined */ 0, state_undefined },
3917 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3918 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3919 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3920 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3921 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3922 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3923 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3924 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3925 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
3926 { /* 24, undefined */ 0, state_undefined },
3927 { /* 25, undefined */ 0, state_undefined },
3928 { /* 26, undefined */ 0, state_undefined },
3929 { /* 27, undefined */ 0, state_undefined },
3930 { /* 28, undefined */ 0, state_undefined },
3931 { /* 29, undefined */ 0, state_undefined },
3932 { /* 30, undefined */ 0, state_undefined },
3933 { /* 31, undefined */ 0, state_undefined },
3934 { /* 32, undefined */ 0, state_undefined },
3935 { /* 33, undefined */ 0, state_undefined },
3936 { /* 34, undefined */ 0, state_undefined },
3937 { /* 35, undefined */ 0, state_undefined },
3938 { /* 36, undefined */ 0, state_undefined },
3939 { /* 37, undefined */ 0, state_undefined },
3940 { /* 38, undefined */ 0, state_undefined },
3941 { /* 39, undefined */ 0, state_undefined },
3942 { /* 40, undefined */ 0, state_undefined },
3943 { /* 41, undefined */ 0, state_undefined },
3944 { /* 42, undefined */ 0, state_undefined },
3945 { /* 43, undefined */ 0, state_undefined },
3946 { /* 44, undefined */ 0, state_undefined },
3947 { /* 45, undefined */ 0, state_undefined },
3948 { /* 46, undefined */ 0, state_undefined },
3949 { /* 47, undefined */ 0, state_undefined },
3950 { /* 48, undefined */ 0, state_undefined },
3951 { /* 49, undefined */ 0, state_undefined },
3952 { /* 50, undefined */ 0, state_undefined },
3953 { /* 51, undefined */ 0, state_undefined },
3954 { /* 52, undefined */ 0, state_undefined },
3955 { /* 53, undefined */ 0, state_undefined },
3956 { /* 54, undefined */ 0, state_undefined },
3957 { /* 55, undefined */ 0, state_undefined },
3958 { /* 56, undefined */ 0, state_undefined },
3959 { /* 57, undefined */ 0, state_undefined },
3960 { /* 58, undefined */ 0, state_undefined },
3961 { /* 59, undefined */ 0, state_undefined },
3962 { /* 60, undefined */ 0, state_undefined },
3963 { /* 61, undefined */ 0, state_undefined },
3964 { /* 62, undefined */ 0, state_undefined },
3965 { /* 63, undefined */ 0, state_undefined },
3966 { /* 64, undefined */ 0, state_undefined },
3967 { /* 65, undefined */ 0, state_undefined },
3968 { /* 66, undefined */ 0, state_undefined },
3969 { /* 67, undefined */ 0, state_undefined },
3970 { /* 68, undefined */ 0, state_undefined },
3971 { /* 69, undefined */ 0, state_undefined },
3972 { /* 70, undefined */ 0, state_undefined },
3973 { /* 71, undefined */ 0, state_undefined },
3974 { /* 72, undefined */ 0, state_undefined },
3975 { /* 73, undefined */ 0, state_undefined },
3976 { /* 74, undefined */ 0, state_undefined },
3977 { /* 75, undefined */ 0, state_undefined },
3978 { /* 76, undefined */ 0, state_undefined },
3979 { /* 77, undefined */ 0, state_undefined },
3980 { /* 78, undefined */ 0, state_undefined },
3981 { /* 79, undefined */ 0, state_undefined },
3982 { /* 80, undefined */ 0, state_undefined },
3983 { /* 81, undefined */ 0, state_undefined },
3984 { /* 82, undefined */ 0, state_undefined },
3985 { /* 83, undefined */ 0, state_undefined },
3986 { /* 84, undefined */ 0, state_undefined },
3987 { /* 85, undefined */ 0, state_undefined },
3988 { /* 86, undefined */ 0, state_undefined },
3989 { /* 87, undefined */ 0, state_undefined },
3990 { /* 88, undefined */ 0, state_undefined },
3991 { /* 89, undefined */ 0, state_undefined },
3992 { /* 90, undefined */ 0, state_undefined },
3993 { /* 91, undefined */ 0, state_undefined },
3994 { /* 92, undefined */ 0, state_undefined },
3995 { /* 93, undefined */ 0, state_undefined },
3996 { /* 94, undefined */ 0, state_undefined },
3997 { /* 95, undefined */ 0, state_undefined },
3998 { /* 96, undefined */ 0, state_undefined },
3999 { /* 97, undefined */ 0, state_undefined },
4000 { /* 98, undefined */ 0, state_undefined },
4001 { /* 99, undefined */ 0, state_undefined },
4002 { /*100, undefined */ 0, state_undefined },
4003 { /*101, undefined */ 0, state_undefined },
4004 { /*102, undefined */ 0, state_undefined },
4005 { /*103, undefined */ 0, state_undefined },
4006 { /*104, undefined */ 0, state_undefined },
4007 { /*105, undefined */ 0, state_undefined },
4008 { /*106, undefined */ 0, state_undefined },
4009 { /*107, undefined */ 0, state_undefined },
4010 { /*108, undefined */ 0, state_undefined },
4011 { /*109, undefined */ 0, state_undefined },
4012 { /*110, undefined */ 0, state_undefined },
4013 { /*111, undefined */ 0, state_undefined },
4014 { /*112, undefined */ 0, state_undefined },
4015 { /*113, undefined */ 0, state_undefined },
4016 { /*114, undefined */ 0, state_undefined },
4017 { /*115, undefined */ 0, state_undefined },
4018 { /*116, undefined */ 0, state_undefined },
4019 { /*117, undefined */ 0, state_undefined },
4020 { /*118, undefined */ 0, state_undefined },
4021 { /*119, undefined */ 0, state_undefined },
4022 { /*120, undefined */ 0, state_undefined },
4023 { /*121, undefined */ 0, state_undefined },
4024 { /*122, undefined */ 0, state_undefined },
4025 { /*123, undefined */ 0, state_undefined },
4026 { /*124, undefined */ 0, state_undefined },
4027 { /*125, undefined */ 0, state_undefined },
4028 { /*126, undefined */ 0, state_undefined },
4029 { /*127, undefined */ 0, state_undefined },
4030 { /*128, undefined */ 0, state_undefined },
4031 { /*129, undefined */ 0, state_undefined },
4032 { /*130, undefined */ 0, state_undefined },
4033 { /*131, undefined */ 0, state_undefined },
4034 { /*132, undefined */ 0, state_undefined },
4035 { /*133, undefined */ 0, state_undefined },
4036 { /*134, undefined */ 0, state_undefined },
4037 { /*135, undefined */ 0, state_undefined },
4038 { /*136, undefined */ 0, state_undefined },
4039 { /*137, undefined */ 0, state_undefined },
4040 { /*138, undefined */ 0, state_undefined },
4041 { /*139, undefined */ 0, state_undefined },
4042 { /*140, undefined */ 0, state_undefined },
4043 { /*141, undefined */ 0, state_undefined },
4044 { /*142, undefined */ 0, state_undefined },
4045 { /*143, undefined */ 0, state_undefined },
4046 { /*144, undefined */ 0, state_undefined },
4047 { /*145, undefined */ 0, state_undefined },
4048 { /*146, undefined */ 0, state_undefined },
4049 { /*147, undefined */ 0, state_undefined },
4050 { /*148, undefined */ 0, state_undefined },
4051 { /*149, undefined */ 0, state_undefined },
4052 { /*150, undefined */ 0, state_undefined },
4053 { /*151, undefined */ 0, state_undefined },
4054 { /*152, undefined */ 0, state_undefined },
4055 { /*153, undefined */ 0, state_undefined },
4056 { /*154, undefined */ 0, state_undefined },
4057 { /*155, undefined */ 0, state_undefined },
4058 { /*156, undefined */ 0, state_undefined },
4059 { /*157, undefined */ 0, state_undefined },
4060 { /*158, undefined */ 0, state_undefined },
4061 { /*159, undefined */ 0, state_undefined },
4062 { /*160, undefined */ 0, state_undefined },
4063 { /*161, undefined */ 0, state_undefined },
4064 { /*162, undefined */ 0, state_undefined },
4065 { /*163, undefined */ 0, state_undefined },
4066 { /*164, undefined */ 0, state_undefined },
4067 { /*165, undefined */ 0, state_undefined },
4068 { /*166, undefined */ 0, state_undefined },
4069 { /*167, undefined */ 0, state_undefined },
4070 { /*168, undefined */ 0, state_undefined },
4071 { /*169, undefined */ 0, state_undefined },
4072 { /*170, undefined */ 0, state_undefined },
4073 { /*171, undefined */ 0, state_undefined },
4074 { /*172, undefined */ 0, state_undefined },
4075 { /*173, undefined */ 0, state_undefined },
4076 { /*174, undefined */ 0, state_undefined },
4077 { /*175, undefined */ 0, state_undefined },
4078 { /*176, undefined */ 0, state_undefined },
4079 { /*177, undefined */ 0, state_undefined },
4080 { /*178, undefined */ 0, state_undefined },
4081 { /*179, undefined */ 0, state_undefined },
4082 { /*180, undefined */ 0, state_undefined },
4083 { /*181, undefined */ 0, state_undefined },
4084 { /*182, undefined */ 0, state_undefined },
4085 { /*183, undefined */ 0, state_undefined },
4086 { /*184, undefined */ 0, state_undefined },
4087 { /*185, undefined */ 0, state_undefined },
4088 { /*186, undefined */ 0, state_undefined },
4089 { /*187, undefined */ 0, state_undefined },
4090 { /*188, undefined */ 0, state_undefined },
4091 { /*189, undefined */ 0, state_undefined },
4092 { /*190, undefined */ 0, state_undefined },
4093 { /*191, undefined */ 0, state_undefined },
4094 { /*192, undefined */ 0, state_undefined },
4095 { /*193, undefined */ 0, state_undefined },
4096 { /*194, undefined */ 0, state_undefined },
4097 { /*195, undefined */ 0, state_undefined },
4098 { /*196, undefined */ 0, state_undefined },
4099 { /*197, undefined */ 0, state_undefined },
4100 { /*198, undefined */ 0, state_undefined },
4101 { /*199, undefined */ 0, state_undefined },
4102 { /*200, undefined */ 0, state_undefined },
4103 { /*201, undefined */ 0, state_undefined },
4104 { /*202, undefined */ 0, state_undefined },
4105 { /*203, undefined */ 0, state_undefined },
4106 { /*204, undefined */ 0, state_undefined },
4107 { /*205, undefined */ 0, state_undefined },
4108 { /*206, undefined */ 0, state_undefined },
4109 { /*207, undefined */ 0, state_undefined },
4110 { /*208, undefined */ 0, state_undefined },
4111 { /*209, undefined */ 0, state_undefined },
4112 { /*210, undefined */ 0, state_undefined },
4113 { /*211, undefined */ 0, state_undefined },
4114 { /*212, undefined */ 0, state_undefined },
4115 { /*213, undefined */ 0, state_undefined },
4116 { /*214, undefined */ 0, state_undefined },
4117 { /*215, undefined */ 0, state_undefined },
4118 { /*216, undefined */ 0, state_undefined },
4119 { /*217, undefined */ 0, state_undefined },
4120 { /*218, undefined */ 0, state_undefined },
4121 { /*219, undefined */ 0, state_undefined },
4122 { /*220, undefined */ 0, state_undefined },
4123 { /*221, undefined */ 0, state_undefined },
4124 { /*222, undefined */ 0, state_undefined },
4125 { /*223, undefined */ 0, state_undefined },
4126 { /*224, undefined */ 0, state_undefined },
4127 { /*225, undefined */ 0, state_undefined },
4128 { /*226, undefined */ 0, state_undefined },
4129 { /*227, undefined */ 0, state_undefined },
4130 { /*228, undefined */ 0, state_undefined },
4131 { /*229, undefined */ 0, state_undefined },
4132 { /*230, undefined */ 0, state_undefined },
4133 { /*231, undefined */ 0, state_undefined },
4134 { /*232, undefined */ 0, state_undefined },
4135 { /*233, undefined */ 0, state_undefined },
4136 { /*234, undefined */ 0, state_undefined },
4137 { /*235, undefined */ 0, state_undefined },
4138 { /*236, undefined */ 0, state_undefined },
4139 { /*237, undefined */ 0, state_undefined },
4140 { /*238, undefined */ 0, state_undefined },
4141 { /*239, undefined */ 0, state_undefined },
4142 { /*240, undefined */ 0, state_undefined },
4143 { /*241, undefined */ 0, state_undefined },
4144 { /*242, undefined */ 0, state_undefined },
4145 { /*243, undefined */ 0, state_undefined },
4146 { /*244, undefined */ 0, state_undefined },
4147 { /*245, undefined */ 0, state_undefined },
4148 { /*246, undefined */ 0, state_undefined },
4149 { /*247, undefined */ 0, state_undefined },
4150 { /*248, undefined */ 0, state_undefined },
4151 { /*249, undefined */ 0, state_undefined },
4152 { /*250, undefined */ 0, state_undefined },
4153 { /*251, undefined */ 0, state_undefined },
4154 { /*252, undefined */ 0, state_undefined },
4155 { /*253, undefined */ 0, state_undefined },
4156 { /*254, undefined */ 0, state_undefined },
4157 { /*255, undefined */ 0, state_undefined },
4158 /* End huge gap */
4159 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4160 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4161 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4162 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4163 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4164 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4165 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4166 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4167 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4168 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4169 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4170 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4171 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4172 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4173 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4174 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4175 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4176 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4177 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4178 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4179 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4180 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4181 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4182 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4183 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4184 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4185 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4186 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4187 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4188 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4189 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4190 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4191 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4192 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4193 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4194 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4195 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4196 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4197 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4198 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4199 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4200 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4201 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4202 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4203 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4204 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4205 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4206 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4207 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4208 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4209 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4210 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4211 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4212 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4213 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4214 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4215 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4216 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4217 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4218 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4219 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4220 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4221 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4222 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4223 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4224 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4225 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4226 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4227 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4228 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4229 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4230 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4231 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4232 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4233 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4234 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4235 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4236 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4237 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4238 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4239 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4240 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4241 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4242 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4243 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4244 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4245 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4246 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4247 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4248 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4249 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4250 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4251 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4252 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4253 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4254 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4255 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4256 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4257 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4258 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4259 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4260 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4261 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4262 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4263 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4264 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4265 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4266 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4267 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4268 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4269 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4270 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4271 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4272 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4273 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4274 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4275 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4276 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4277 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4278 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4279 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4280 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4281 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4282 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4283 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4284 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4285 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4286 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4287 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4288 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4289 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4290 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4291 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4292 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4293 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4294 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4295 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4296 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4297 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4298 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4299 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4300 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4301 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4302 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4303 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4304 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4305 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4306 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4307 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4308 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4309 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4310 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4311 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4312 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4313 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4314 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4315 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4316 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4317 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4318 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4319 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4320 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4321 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4322 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4323 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4324 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4325 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4326 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4327 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4328 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4329 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4330 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4331 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4332 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4333 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4334 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4335 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4336 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4337 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4338 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4339 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4340 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4341 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4342 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4343 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4344 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4345 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4346 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4347 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4348 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4349 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4350 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4351 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4352 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4353 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4354 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4355 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4356 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4357 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4358 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4359 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4360 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4361 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4362 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4363 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4364 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4365 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4366 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4367 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4368 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4369 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4370 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4371 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4372 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4373 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4374 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4375 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4376 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4377 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4378 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4379 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4380 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4381 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4382 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4383 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4384 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4385 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4386 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4387 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4388 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4389 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4390 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4391 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4392 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4393 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4394 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4395 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4396 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4397 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4398 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4399 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4400 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4401 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4402 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4403 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4404 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4405 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4406 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4407 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4408 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4409 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4410 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4411 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4412 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4413 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4414 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4415 /* Various Vertex states follow */
4416 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4417 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4418 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4419 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4420 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4421 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4422 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4423 /* Lights */
4424 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4425 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4426 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4427 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4428 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4429 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4430 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4431 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4433 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4434 /* Clip planes */
4435 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4436 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4437 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4438 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4439 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4440 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4441 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4442 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4443 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4444 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4445 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4446 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4447 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4448 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4449 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4450 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4451 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4452 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4453 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4454 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4455 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4456 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4457 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4458 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4459 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4460 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4461 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4462 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4463 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4464 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4465 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4466 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },