push b72af2511d67bded8ece08d825ff0eb4a60c20a6
[wine/hacks.git] / dlls / wined3d / state.c
blob9737f2b9d878143af909d80ad1a6146a6b004403
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
43 if(STATE_IS_RENDER(state)) {
44 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
46 } else {
47 /* Shouldn't have an unknown type here */
48 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54 * list without causing confusing terminal output. Deliberately no special debug name here
55 * because its undefined.
57 WARN("undefined state %d\n", state);
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
63 switch(Value) {
64 case WINED3DFILL_POINT:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
67 break;
68 case WINED3DFILL_WIREFRAME:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
71 break;
72 case WINED3DFILL_SOLID:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
75 break;
76 default:
77 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
82 BOOL transformed;
84 /* Lighting is not enabled if transformed vertices are drawn
85 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86 * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87 * vertex declaration appplying function calls this function for updating
90 if(isStateDirty(context, STATE_VDECL)) {
91 return;
94 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
98 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99 glEnable(GL_LIGHTING);
100 checkGLcall("glEnable GL_LIGHTING");
101 } else {
102 glDisable(GL_LIGHTING);
103 checkGLcall("glDisable GL_LIGHTING");
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108 /* No z test without depth stencil buffers */
109 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111 checkGLcall("glDisable GL_DEPTH_TEST");
112 return;
115 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116 case WINED3DZB_FALSE:
117 glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
119 break;
120 case WINED3DZB_TRUE:
121 glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
123 break;
124 case WINED3DZB_USEW:
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
128 break;
129 default:
130 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135 /* 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_DESTBLEND]) {
251 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
252 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
253 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
254 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
255 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
256 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
257 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
258 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
259 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
260 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
262 case WINED3DBLEND_SRCALPHASAT :
263 dstBlend = GL_SRC_ALPHA_SATURATE;
264 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
265 break;
267 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
268 * values which are still valid up to d3d9. They should not occur as dest blend values
270 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
271 srcBlend = GL_SRC_ALPHA;
272 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
273 break;
275 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
276 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
277 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
278 break;
280 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
281 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
282 default:
283 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
286 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
287 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
288 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
289 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
290 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
291 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
292 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
293 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
294 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
295 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
296 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
297 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
299 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
300 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
301 break;
303 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
304 dstBlend = GL_SRC_ALPHA;
305 break;
307 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
308 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
309 default:
310 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
314 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
315 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
316 glEnable(GL_LINE_SMOOTH);
317 checkGLcall("glEnable(GL_LINE_SMOOTH)");
318 if(srcBlend != GL_SRC_ALPHA) {
319 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
321 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
322 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
324 } else {
325 glDisable(GL_LINE_SMOOTH);
326 checkGLcall("glDisable(GL_LINE_SMOOTH)");
329 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
330 glBlendFunc(srcBlend, dstBlend);
331 checkGLcall("glBlendFunc");
334 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
335 float col[4];
337 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
338 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
339 GL_EXTCALL(glBlendColor (col[0],col[1],col[2],col[3]));
340 checkGLcall("glBlendColor");
343 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
344 int glParm = 0;
345 float ref;
346 BOOL enable_ckey = FALSE;
348 IWineD3DSurfaceImpl *surf;
350 /* Find out if the texture on the first stage has a ckey set
351 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
352 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
353 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
354 * in case it finds some texture+colorkeyenable combination which needs extra care.
356 if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
357 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
359 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
360 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
361 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
362 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
363 * surface has alpha bits
365 if(fmt->alphaMask == 0x00000000) {
366 enable_ckey = TRUE;
371 if(enable_ckey || context->last_was_ckey) {
372 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
374 context->last_was_ckey = enable_ckey;
376 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
377 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
378 glEnable(GL_ALPHA_TEST);
379 checkGLcall("glEnable GL_ALPHA_TEST");
380 } else {
381 glDisable(GL_ALPHA_TEST);
382 checkGLcall("glDisable GL_ALPHA_TEST");
383 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
384 * enable call
386 return;
389 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
390 glParm = GL_NOTEQUAL;
391 ref = 0.0;
392 } else {
393 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
394 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
396 if(glParm) {
397 glAlphaFunc(glParm, ref);
398 checkGLcall("glAlphaFunc");
402 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
403 DWORD enable = 0xFFFFFFFF;
404 DWORD disable = 0x00000000;
406 if (use_vs(stateblock->wineD3DDevice)) {
407 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
408 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
409 * contitions I got sick of tracking down. The shader state handler disables all clip planes because
410 * of that - don't do anything here and keep them disabled
412 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
413 static BOOL warned = FALSE;
414 if(!warned) {
415 FIXME("Clipping not supported with vertex shaders\n");
416 warned = TRUE;
419 return;
422 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
423 * of already set values
426 /* If enabling / disabling all
427 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
429 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
430 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
431 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
432 } else {
433 disable = 0xffffffff;
434 enable = 0x00;
437 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
438 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
439 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
440 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
441 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
442 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
444 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
445 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
446 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
447 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
448 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
449 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
451 /** update clipping status */
452 if (enable) {
453 stateblock->clip_status.ClipUnion = 0;
454 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
455 } else {
456 stateblock->clip_status.ClipUnion = 0;
457 stateblock->clip_status.ClipIntersection = 0;
461 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
462 int glParm = GL_FUNC_ADD;
464 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
465 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
466 return;
469 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
470 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
471 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
472 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
473 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
474 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
475 default:
476 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
479 TRACE("glBlendEquation(%x)\n", glParm);
480 GL_EXTCALL(glBlendEquation(glParm));
481 checkGLcall("glBlendEquation");
484 static void
485 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
486 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
487 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
488 * specular color. This is wrong:
489 * Separate specular color means the specular colour is maintained separately, whereas
490 * single color means it is merged in. However in both cases they are being used to
491 * some extent.
492 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
493 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
494 * running 1.4 yet!
497 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
498 * Instead, we need to setup the FinalCombiner properly.
500 * The default setup for the FinalCombiner is:
502 * <variable> <input> <mapping> <usage>
503 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
504 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
505 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
506 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
507 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
508 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
509 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
511 * That's pretty much fine as it is, except for variable B, which needs to take
512 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
513 * whether WINED3DRS_SPECULARENABLE is enabled or not.
516 TRACE("Setting specular enable state and materials\n");
517 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
518 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
519 checkGLcall("glMaterialfv");
521 if(stateblock->material.Power > 128.0) {
522 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
523 * and 128.0, although in d3d neither -1 nor 129 produce an error. For values > 128 clamp
524 * them, since 128 results in a hardly visible specular highlight, so it should be safe to
525 * to clamp to 128
527 WARN("Material power > 128\n");
528 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.0);
529 } else {
530 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
532 checkGLcall("glMaterialf(GL_SHININESS");
534 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
535 glEnable(GL_COLOR_SUM_EXT);
536 } else {
537 TRACE("Specular colors cannot be enabled in this version of opengl\n");
539 checkGLcall("glEnable(GL_COLOR_SUM)");
541 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
542 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
543 checkGLcall("glFinalCombinerInputNV()");
545 } else {
546 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
548 /* for the case of enabled lighting: */
549 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
550 checkGLcall("glMaterialfv");
552 /* for the case of disabled lighting: */
553 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
554 glDisable(GL_COLOR_SUM_EXT);
555 } else {
556 TRACE("Specular colors cannot be disabled in this version of opengl\n");
558 checkGLcall("glDisable(GL_COLOR_SUM)");
560 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
561 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
562 checkGLcall("glFinalCombinerInputNV()");
566 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
567 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
568 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
569 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
570 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
571 stateblock->material.Specular.b, stateblock->material.Specular.a);
572 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
573 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
575 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
576 checkGLcall("glMaterialfv(GL_AMBIENT)");
577 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
578 checkGLcall("glMaterialfv(GL_DIFFUSE)");
579 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
580 checkGLcall("glMaterialfv(GL_EMISSION)");
583 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
584 unsigned int i;
586 /* Note the texture color applies to all textures whereas
587 * GL_TEXTURE_ENV_COLOR applies to active only
589 float col[4];
590 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
592 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
593 /* And now the default texture color as well */
594 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
595 /* Note the WINED3DRS value applies to all textures, but GL has one
596 * per texture, so apply it now ready to be used!
598 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
599 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
600 checkGLcall("glActiveTextureARB");
601 } else if (i>0) {
602 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
605 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
606 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
608 } else {
609 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
613 static void
614 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
615 #if 0 /* Don't use OpenGL 2.0 calls for now */
616 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
617 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
618 checkGLcall("glStencilFuncSeparate(...)");
619 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
620 checkGLcall("glStencilOpSeparate(...)");
622 else
623 #endif
624 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
625 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
626 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
627 GL_EXTCALL(glActiveStencilFaceEXT(face));
628 checkGLcall("glActiveStencilFaceEXT(...)");
629 glStencilFunc(func, ref, mask);
630 checkGLcall("glStencilFunc(...)");
631 glStencilOp(stencilFail, depthFail, stencilPass);
632 checkGLcall("glStencilOp(...)");
633 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
634 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
635 checkGLcall("glStencilFuncSeparateATI(...)");
636 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
637 checkGLcall("glStencilOpSeparateATI(...)");
638 } else {
639 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
643 static void
644 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
645 DWORD onesided_enable = FALSE;
646 DWORD twosided_enable = FALSE;
647 GLint func = GL_ALWAYS;
648 GLint func_ccw = GL_ALWAYS;
649 GLint ref = 0;
650 GLuint mask = 0;
651 GLint stencilFail = GL_KEEP;
652 GLint depthFail = GL_KEEP;
653 GLint stencilPass = GL_KEEP;
654 GLint stencilFail_ccw = GL_KEEP;
655 GLint depthFail_ccw = GL_KEEP;
656 GLint stencilPass_ccw = GL_KEEP;
658 /* No stencil test without a stencil buffer */
659 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
660 glDisable(GL_STENCIL_TEST);
661 checkGLcall("glDisable GL_STENCIL_TEST");
662 return;
665 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
666 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
667 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
668 func = GL_ALWAYS;
669 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
670 func = GL_ALWAYS;
671 ref = stateblock->renderState[WINED3DRS_STENCILREF];
672 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
673 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
674 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
675 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
676 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
677 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
678 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
680 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
681 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
682 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
683 onesided_enable, twosided_enable, ref, mask,
684 func, stencilFail, depthFail, stencilPass,
685 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
687 if (twosided_enable) {
688 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
689 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
690 } else {
691 if (onesided_enable) {
692 glEnable(GL_STENCIL_TEST);
693 checkGLcall("glEnable GL_STENCIL_TEST");
694 glStencilFunc(func, ref, mask);
695 checkGLcall("glStencilFunc(...)");
696 glStencilOp(stencilFail, depthFail, stencilPass);
697 checkGLcall("glStencilOp(...)");
698 } else {
699 glDisable(GL_STENCIL_TEST);
700 checkGLcall("glDisable GL_STENCIL_TEST");
705 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
706 if(stateblock->wineD3DDevice->stencilBufferTarget) {
707 glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
708 } else {
709 glStencilMask(0);
711 checkGLcall("glStencilMask");
714 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
715 /* TODO: Put this into the vertex type block once that is in the state table */
716 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
717 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
718 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
719 float fogstart, fogend;
721 union {
722 DWORD d;
723 float f;
724 } tmpvalue;
726 if (!fogenable) {
727 /* No fog? Disable it, and we're done :-) */
728 glDisable(GL_FOG);
729 checkGLcall("glDisable GL_FOG");
730 if( use_ps(stateblock->wineD3DDevice)
731 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
732 /* disable fog in the pixel shader
733 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
734 * -1/(e-s) and e/(e-s) respectively.
736 glFogf(GL_FOG_START, 0.0f);
737 checkGLcall("glFogf(GL_FOG_START, fogstart");
738 glFogf(GL_FOG_END, 1.0f);
739 checkGLcall("glFogf(GL_FOG_END, fogend");
741 return;
744 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
745 fogstart = tmpvalue.f;
746 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
747 fogend = tmpvalue.f;
749 /* Fog Rules:
751 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
752 * It can use the Z value of the vertex, or the alpha component of the specular color.
753 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
754 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
755 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
757 * FOGTABLEMODE != NONE:
758 * The Z value is used, with the equation specified, no matter what vertex type.
760 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
761 * Per vertex fog is calculated using the specified fog equation and the parameters
763 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
764 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
765 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
768 * Rules for vertex fog with shaders:
770 * When mixing fixed function functionality with the programmable pipeline, D3D expects
771 * the fog computation to happen during transformation while openGL expects it to happen
772 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
773 * the pixel shader while openGL always expects the pixel shader to handle the blending.
774 * To solve this problem, WineD3D does:
775 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
776 * shader,
777 * and 2) disables the fog computation (in either the fixed function or programmable
778 * rasterizer) if using a vertex program.
781 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
782 * without shaders).
785 if( is_ps3 ) {
786 if( !use_vs(stateblock->wineD3DDevice)
787 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
788 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
792 if (use_vs(stateblock->wineD3DDevice)
793 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
794 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
795 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
796 /* Disable fog */
797 fogenable = FALSE;
798 } else {
799 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
800 glFogi(GL_FOG_MODE, GL_LINEAR);
801 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
802 fogstart = 1.0;
803 fogend = 0.0;
806 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
807 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
808 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
809 context->fog_coord = FALSE;
811 context->last_was_foggy_shader = TRUE;
813 else if( use_ps(stateblock->wineD3DDevice) ) {
814 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
815 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
817 WINED3DFOGMODE mode;
818 context->last_was_foggy_shader = FALSE;
820 /* If both fogmodes are set use the table fog mode */
821 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
822 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
823 else
824 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
826 switch (mode) {
827 case WINED3DFOG_EXP:
828 case WINED3DFOG_EXP2:
829 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
830 /* Disable fog */
831 fogenable = FALSE;
832 break;
834 case WINED3DFOG_LINEAR:
835 fogstart = -1.0f/(fogend-fogstart);
836 fogend *= -fogstart;
837 break;
839 case WINED3DFOG_NONE:
840 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
841 /* Disable fog */
842 fogenable = FALSE;
843 break;
844 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
847 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
848 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
849 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
850 context->fog_coord = FALSE;
853 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
854 * the system will apply only pixel(=table) fog effects."
856 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
857 glHint(GL_FOG_HINT, GL_FASTEST);
858 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
859 context->last_was_foggy_shader = FALSE;
861 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
862 /* If processed vertices are used, fall through to the NONE case */
863 case WINED3DFOG_EXP: {
864 if(!context->last_was_rhw) {
865 glFogi(GL_FOG_MODE, GL_EXP);
866 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
867 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
868 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
869 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
870 context->fog_coord = FALSE;
872 break;
875 case WINED3DFOG_EXP2: {
876 if(!context->last_was_rhw) {
877 glFogi(GL_FOG_MODE, GL_EXP2);
878 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
879 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
880 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
881 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
882 context->fog_coord = FALSE;
884 break;
887 case WINED3DFOG_LINEAR: {
888 if(!context->last_was_rhw) {
889 glFogi(GL_FOG_MODE, GL_LINEAR);
890 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
891 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
892 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
893 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
894 context->fog_coord = FALSE;
896 break;
899 case WINED3DFOG_NONE: {
900 /* Both are none? According to msdn the alpha channel of the specular
901 * color contains a fog factor. Set it in drawStridedSlow.
902 * Same happens with Vertexfog on transformed vertices
904 if(GL_SUPPORT(EXT_FOG_COORD)) {
905 if(context->fog_coord == FALSE) {
906 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
907 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
908 context->fog_coord = TRUE;
910 glFogi(GL_FOG_MODE, GL_LINEAR);
911 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
912 fogstart = 0xff;
913 fogend = 0x0;
914 } else {
915 /* Disable GL fog, handle this in software in drawStridedSlow */
916 fogenable = FALSE;
918 break;
920 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
922 } else {
923 glHint(GL_FOG_HINT, GL_NICEST);
924 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
925 context->last_was_foggy_shader = FALSE;
927 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
928 case WINED3DFOG_EXP:
929 glFogi(GL_FOG_MODE, GL_EXP);
930 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
931 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
932 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
933 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
934 context->fog_coord = FALSE;
936 break;
938 case WINED3DFOG_EXP2:
939 glFogi(GL_FOG_MODE, GL_EXP2);
940 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
941 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
942 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
943 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
944 context->fog_coord = FALSE;
946 break;
948 case WINED3DFOG_LINEAR:
949 glFogi(GL_FOG_MODE, GL_LINEAR);
950 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
951 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
952 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
953 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
954 context->fog_coord = FALSE;
956 break;
958 case WINED3DFOG_NONE: /* Won't happen */
959 default:
960 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
964 if(fogenable) {
965 glEnable(GL_FOG);
966 checkGLcall("glEnable GL_FOG");
968 if(fogstart != fogend)
970 glFogfv(GL_FOG_START, &fogstart);
971 checkGLcall("glFogf(GL_FOG_START, fogstart");
972 TRACE("Fog Start == %f\n", fogstart);
974 glFogfv(GL_FOG_END, &fogend);
975 checkGLcall("glFogf(GL_FOG_END, fogend");
976 TRACE("Fog End == %f\n", fogend);
978 else
980 glFogf(GL_FOG_START, -1.0 / 0.0);
981 checkGLcall("glFogf(GL_FOG_START, fogstart");
982 TRACE("Fog Start == %f\n", fogstart);
984 glFogf(GL_FOG_END, 0.0);
985 checkGLcall("glFogf(GL_FOG_END, fogend");
986 TRACE("Fog End == %f\n", fogend);
988 } else {
989 glDisable(GL_FOG);
990 checkGLcall("glDisable GL_FOG");
991 if( use_ps(stateblock->wineD3DDevice) ) {
992 /* disable fog in the pixel shader
993 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
994 * -1/(e-s) and e/(e-s) respectively.
996 glFogf(GL_FOG_START, 0.0f);
997 checkGLcall("glFogf(GL_FOG_START, fogstart");
998 glFogf(GL_FOG_END, 1.0f);
999 checkGLcall("glFogf(GL_FOG_END, fogend");
1004 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1005 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1006 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1007 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1008 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1009 } else {
1010 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1012 } else {
1013 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1014 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1015 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1020 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1021 float col[4];
1022 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1023 glFogfv(GL_FOG_COLOR, &col[0]);
1024 checkGLcall("glFog GL_FOG_COLOR");
1027 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1028 union {
1029 DWORD d;
1030 float f;
1031 } tmpvalue;
1032 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1033 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1034 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1037 /* TODO: Merge with primitive type + init_materials()!! */
1038 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1039 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
1040 GLenum Parm = 0;
1041 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1042 BOOL isDiffuseSupplied;
1044 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1045 * The vertex declaration will call this function if the fixed function pipeline is used.
1048 if(isStateDirty(context, STATE_VDECL)) {
1049 return;
1052 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1054 context->num_untracked_materials = 0;
1055 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1056 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1057 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1058 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1059 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1060 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1062 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1063 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1064 Parm = GL_AMBIENT_AND_DIFFUSE;
1065 } else {
1066 Parm = GL_DIFFUSE;
1068 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1069 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1070 context->num_untracked_materials++;
1072 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1073 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1074 context->num_untracked_materials++;
1076 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1077 Parm = GL_AMBIENT;
1078 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1079 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1080 context->num_untracked_materials++;
1082 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1083 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1084 context->num_untracked_materials++;
1086 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1087 Parm = GL_EMISSION;
1088 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1089 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1090 context->num_untracked_materials++;
1092 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1093 Parm = GL_SPECULAR;
1097 /* Nothing changed, return. */
1098 if (Parm == context->tracking_parm) return;
1100 if(!Parm) {
1101 glDisable(GL_COLOR_MATERIAL);
1102 checkGLcall("glDisable GL_COLOR_MATERIAL");
1103 } else {
1104 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1105 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1106 glEnable(GL_COLOR_MATERIAL);
1107 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1110 /* Apparently calls to glMaterialfv are ignored for properties we're
1111 * tracking with glColorMaterial, so apply those here. */
1112 switch (context->tracking_parm) {
1113 case GL_AMBIENT_AND_DIFFUSE:
1114 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1115 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1116 checkGLcall("glMaterialfv");
1117 break;
1119 case GL_DIFFUSE:
1120 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1121 checkGLcall("glMaterialfv");
1122 break;
1124 case GL_AMBIENT:
1125 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1126 checkGLcall("glMaterialfv");
1127 break;
1129 case GL_EMISSION:
1130 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1131 checkGLcall("glMaterialfv");
1132 break;
1134 case GL_SPECULAR:
1135 /* Only change material color if specular is enabled, otherwise it is set to black */
1136 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1137 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1138 checkGLcall("glMaterialfv");
1139 } else {
1140 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1141 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1142 checkGLcall("glMaterialfv");
1144 break;
1147 context->tracking_parm = Parm;
1150 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1151 union {
1152 DWORD d;
1153 WINED3DLINEPATTERN lp;
1154 } tmppattern;
1155 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1157 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1159 if (tmppattern.lp.wRepeatFactor) {
1160 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1161 checkGLcall("glLineStipple(repeat, linepattern)");
1162 glEnable(GL_LINE_STIPPLE);
1163 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1164 } else {
1165 glDisable(GL_LINE_STIPPLE);
1166 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1170 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1171 union {
1172 DWORD d;
1173 float f;
1174 } tmpvalue;
1176 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1177 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1178 TRACE("ZBias value %f\n", tmpvalue.f);
1179 glPolygonOffset(0, -tmpvalue.f);
1180 checkGLcall("glPolygonOffset(0, -Value)");
1181 glEnable(GL_POLYGON_OFFSET_FILL);
1182 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1183 glEnable(GL_POLYGON_OFFSET_LINE);
1184 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1185 glEnable(GL_POLYGON_OFFSET_POINT);
1186 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1187 } else {
1188 glDisable(GL_POLYGON_OFFSET_FILL);
1189 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1190 glDisable(GL_POLYGON_OFFSET_LINE);
1191 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1192 glDisable(GL_POLYGON_OFFSET_POINT);
1193 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1198 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1199 if(isStateDirty(context, STATE_VDECL)) {
1200 return;
1202 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1203 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1204 * by zero and is not properly defined in opengl, so avoid it
1206 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1207 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1208 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1209 glEnable(GL_NORMALIZE);
1210 checkGLcall("glEnable(GL_NORMALIZE);");
1211 } else {
1212 glDisable(GL_NORMALIZE);
1213 checkGLcall("glDisable(GL_NORMALIZE);");
1217 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1218 union {
1219 DWORD d;
1220 float f;
1221 } tmpvalue;
1223 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1224 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1225 TRACE("Set point size to %f\n", tmpvalue.f);
1226 glPointSize(tmpvalue.f);
1227 checkGLcall("glPointSize(...);");
1230 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1231 union {
1232 DWORD d;
1233 float f;
1234 } tmpvalue;
1236 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1237 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1238 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1239 checkGLcall("glPointParameterfARB(...");
1241 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1242 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1243 checkGLcall("glPointParameterfEXT(...);");
1244 } else if(tmpvalue.f != 1.0) {
1245 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1249 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1250 union {
1251 DWORD d;
1252 float f;
1253 } tmpvalue;
1255 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1256 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1257 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1258 checkGLcall("glPointParameterfARB(...");
1260 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1261 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1262 checkGLcall("glPointParameterfEXT(...);");
1263 } else if(tmpvalue.f != 64.0) {
1264 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1268 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1269 /* TODO: Group this with the viewport */
1271 * POINTSCALEENABLE controls how point size value is treated. If set to
1272 * true, the point size is scaled with respect to height of viewport.
1273 * When set to false point size is in pixels.
1275 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1278 /* Default values */
1279 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1282 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1283 * This means that OpenGL will clamp really small point sizes to 1.0f.
1284 * To correct for this we need to multiply by the scale factor when sizes
1285 * are less than 1.0f. scale_factor = 1.0f / point_size.
1287 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1288 if(pointSize > 0.0f) {
1289 GLfloat scaleFactor;
1291 if(pointSize < 1.0f) {
1292 scaleFactor = pointSize * pointSize;
1293 } else {
1294 scaleFactor = 1.0f;
1297 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1298 att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1299 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1300 att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1301 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1302 att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1303 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1307 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1308 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1309 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1311 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1312 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1313 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1314 } else {
1315 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1319 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1320 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1322 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1323 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1324 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1325 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1326 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1327 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1328 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1329 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1330 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1331 checkGLcall("glColorMask(...)");
1333 /* depends on WINED3DRS_COLORWRITEENABLE. */
1334 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1335 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1336 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1337 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1338 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1339 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1340 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1344 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1345 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1346 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1347 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1348 } else {
1349 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1350 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1354 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1355 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1356 TRACE("Last Pixel Drawing Enabled\n");
1357 } else {
1358 static BOOL first = TRUE;
1359 if(first) {
1360 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1361 first = FALSE;
1362 } else {
1363 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1368 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1369 /* TODO: NV_POINT_SPRITE */
1370 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1371 TRACE("Point sprites not supported\n");
1372 return;
1375 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1376 glEnable(GL_POINT_SPRITE_ARB);
1377 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)\n");
1378 } else {
1379 glDisable(GL_POINT_SPRITE_ARB);
1380 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)\n");
1384 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1386 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1387 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1388 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1389 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1390 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1392 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1394 TRACE("Stub\n");
1395 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1396 stateblock->renderState[WINED3DRS_WRAP1] ||
1397 stateblock->renderState[WINED3DRS_WRAP2] ||
1398 stateblock->renderState[WINED3DRS_WRAP3] ||
1399 stateblock->renderState[WINED3DRS_WRAP4] ||
1400 stateblock->renderState[WINED3DRS_WRAP5] ||
1401 stateblock->renderState[WINED3DRS_WRAP6] ||
1402 stateblock->renderState[WINED3DRS_WRAP7] ||
1403 stateblock->renderState[WINED3DRS_WRAP8] ||
1404 stateblock->renderState[WINED3DRS_WRAP9] ||
1405 stateblock->renderState[WINED3DRS_WRAP10] ||
1406 stateblock->renderState[WINED3DRS_WRAP11] ||
1407 stateblock->renderState[WINED3DRS_WRAP12] ||
1408 stateblock->renderState[WINED3DRS_WRAP13] ||
1409 stateblock->renderState[WINED3DRS_WRAP14] ||
1410 stateblock->renderState[WINED3DRS_WRAP15] ) {
1411 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1415 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1416 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1417 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1418 glEnable(GL_MULTISAMPLE_ARB);
1419 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1420 } else {
1421 glDisable(GL_MULTISAMPLE_ARB);
1422 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1424 } else {
1425 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1426 WARN("Multisample antialiasing not supported by gl\n");
1431 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1432 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1433 glEnable(GL_SCISSOR_TEST);
1434 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1435 } else {
1436 glDisable(GL_SCISSOR_TEST);
1437 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1441 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1442 union {
1443 DWORD d;
1444 float f;
1445 } tmpvalue;
1447 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1448 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1449 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1450 glEnable(GL_POLYGON_OFFSET_FILL);
1451 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1452 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1453 checkGLcall("glPolygonOffset(...)");
1454 } else {
1455 glDisable(GL_POLYGON_OFFSET_FILL);
1456 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1460 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1461 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1462 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1463 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1464 } else {
1465 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1466 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1470 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1471 TRACE("Stub\n");
1472 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1473 FIXME(" Stippled Alpha not supported yet.\n");
1476 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1477 TRACE("Stub\n");
1478 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1479 FIXME(" Antialias not supported yet.\n");
1482 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1483 TRACE("Stub\n");
1484 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1485 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1488 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1489 TRACE("Stub\n");
1490 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1491 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1494 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1495 union {
1496 DWORD d;
1497 float f;
1498 } tmpvalue;
1499 tmpvalue.f = 1.0f;
1501 TRACE("Stub\n");
1502 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1504 static BOOL displayed = FALSE;
1506 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1507 if(!displayed)
1508 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1510 displayed = TRUE;
1514 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1515 TRACE("Stub\n");
1516 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1517 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1520 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1521 TRACE("Stub\n");
1522 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1523 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1526 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1527 TRACE("Stub\n");
1528 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1529 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1533 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1534 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1535 FIXME("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1538 static void state_separateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1539 TRACE("Stub\n");
1540 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1541 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1544 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1545 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1546 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1550 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1551 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1552 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1556 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1557 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1558 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1562 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1563 if(stateblock->renderState[WINED3DRS_ROP2]) {
1564 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1568 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1569 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1570 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1574 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1575 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1576 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1580 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1581 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1582 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1586 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1587 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1588 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1592 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1593 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1594 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1598 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1599 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1600 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1604 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1605 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1606 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1610 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1611 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1612 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1616 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1617 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1618 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1622 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1623 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1624 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1628 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1629 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1630 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1634 /* Activates the texture dimension according to the bound D3D texture.
1635 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1636 * Requires the caller to activate the correct unit before
1638 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1639 BOOL bumpmap = FALSE;
1641 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1642 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1643 bumpmap = TRUE;
1644 context->texShaderBumpMap |= (1 << stage);
1645 } else {
1646 context->texShaderBumpMap &= ~(1 << stage);
1649 if(stateblock->textures[stage]) {
1650 switch(stateblock->textureDimensions[stage]) {
1651 case GL_TEXTURE_2D:
1652 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1653 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1654 } else {
1655 glDisable(GL_TEXTURE_3D);
1656 checkGLcall("glDisable(GL_TEXTURE_3D)");
1657 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1658 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1659 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1661 glEnable(GL_TEXTURE_2D);
1662 checkGLcall("glEnable(GL_TEXTURE_2D)");
1664 break;
1665 case GL_TEXTURE_3D:
1666 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1667 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1668 } else {
1669 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1670 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1671 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1673 glDisable(GL_TEXTURE_2D);
1674 checkGLcall("glDisable(GL_TEXTURE_2D)");
1675 glEnable(GL_TEXTURE_3D);
1676 checkGLcall("glEnable(GL_TEXTURE_3D)");
1678 break;
1679 case GL_TEXTURE_CUBE_MAP_ARB:
1680 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1681 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1682 } else {
1683 glDisable(GL_TEXTURE_2D);
1684 checkGLcall("glDisable(GL_TEXTURE_2D)");
1685 glDisable(GL_TEXTURE_3D);
1686 checkGLcall("glDisable(GL_TEXTURE_3D)");
1687 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1688 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1690 break;
1692 } else {
1693 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1694 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1695 } else {
1696 glEnable(GL_TEXTURE_2D);
1697 checkGLcall("glEnable(GL_TEXTURE_2D)");
1698 glDisable(GL_TEXTURE_3D);
1699 checkGLcall("glDisable(GL_TEXTURE_3D)");
1700 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1701 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1702 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1704 /* Binding textures is done by samplers. A dummy texture will be bound */
1709 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1710 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1711 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1712 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1714 TRACE("Setting color op for stage %d\n", stage);
1716 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1717 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1718 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1719 return;
1722 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1724 if (mapped_stage != -1) {
1725 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1726 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1727 FIXME("Attempt to enable unsupported stage!\n");
1728 return;
1730 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1731 checkGLcall("glActiveTextureARB");
1732 } else if (stage > 0) {
1733 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1734 return;
1738 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1739 if(stateblock->lowest_disabled_stage > 0) {
1740 glEnable(GL_REGISTER_COMBINERS_NV);
1741 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1742 } else {
1743 glDisable(GL_REGISTER_COMBINERS_NV);
1746 if(stage >= stateblock->lowest_disabled_stage) {
1747 TRACE("Stage disabled\n");
1748 if (mapped_stage != -1) {
1749 /* Disable everything here */
1750 glDisable(GL_TEXTURE_2D);
1751 checkGLcall("glDisable(GL_TEXTURE_2D)");
1752 glDisable(GL_TEXTURE_3D);
1753 checkGLcall("glDisable(GL_TEXTURE_3D)");
1754 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1755 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1756 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1758 if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1759 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1762 /* All done */
1763 return;
1766 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1767 * if the sampler for this stage is dirty
1769 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1770 if (tex_used) activate_dimensions(stage, stateblock, context);
1773 /* Set the texture combiners */
1774 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1775 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1776 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1777 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1778 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1779 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1780 mapped_stage);
1782 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1783 * thus the texture shader may have to be updated
1785 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1786 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1787 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1788 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1789 if(usesBump != usedBump) {
1790 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1791 checkGLcall("glActiveTextureARB");
1792 activate_dimensions(stage + 1, stateblock, context);
1793 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1794 checkGLcall("glActiveTextureARB");
1797 } else {
1798 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1799 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1800 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1801 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1802 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1806 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1807 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1808 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1809 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1810 DWORD op, arg1, arg2, arg0;
1812 TRACE("Setting alpha op for stage %d\n", stage);
1813 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1814 if (mapped_stage != -1) {
1815 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1816 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1817 FIXME("Attempt to enable unsupported stage!\n");
1818 return;
1820 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1821 checkGLcall("glActiveTextureARB");
1822 } else if (stage > 0) {
1823 /* We can't do anything here */
1824 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1825 return;
1829 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1830 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1831 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1832 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1834 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1835 stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1836 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1838 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1839 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1841 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1842 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1843 * cannot remove the texture's alpha channel entirely.
1845 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1846 * on color keyed surfaces.
1848 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1850 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1851 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1852 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1856 TRACE("Setting alpha op for stage %d\n", stage);
1857 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1858 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1859 op, arg1, arg2, arg0,
1860 mapped_stage);
1861 } else {
1862 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1863 op, arg1, arg2, arg0);
1867 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1868 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1869 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1871 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
1872 if(stateblock->vertexShader ||
1873 isStateDirty(context, STATE_VDECL)) {
1874 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
1875 return;
1878 if (mapped_stage < 0) return;
1880 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1881 if(mapped_stage >= GL_LIMITS(textures)) {
1882 return;
1884 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1885 checkGLcall("glActiveTextureARB");
1886 } else if (mapped_stage > 0) {
1887 /* We can't do anything here */
1888 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1889 return;
1892 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1893 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1894 (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU,
1895 context->last_was_rhw,
1896 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
1897 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
1898 WINED3DDECLTYPE_UNUSED);
1902 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
1903 int texture_idx;
1905 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
1906 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
1907 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1911 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
1912 UINT *offset = stateblock->streamOffset;
1913 unsigned int mapped_stage = 0;
1914 unsigned int textureNo = 0;
1916 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
1917 /* Abort if we don't support the extension. */
1918 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
1919 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1920 return;
1923 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
1924 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
1926 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
1927 if (mapped_stage == -1) continue;
1929 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
1930 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
1931 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
1933 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
1934 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
1935 checkGLcall("glBindBufferARB");
1936 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
1939 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1940 checkGLcall("glClientActiveTextureARB");
1942 /* The coords to supply depend completely on the fvf / vertex shader */
1943 glTexCoordPointer(
1944 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
1945 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
1946 sd->u.s.texCoords[coordIdx].dwStride,
1947 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
1948 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1949 } else {
1950 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
1953 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1954 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
1955 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
1956 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
1961 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1962 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1963 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1965 if (mapped_stage == -1) {
1966 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1967 return;
1970 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1971 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
1972 return;
1974 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1975 checkGLcall("glActiveTextureARB");
1976 } else if (stage > 0) {
1977 /* We can't do anything here */
1978 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1979 return;
1982 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1984 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1985 * one flag, you can still specify an index value, which the system uses to
1986 * determine the texture wrapping mode.
1987 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1988 * means use the vertex position (camera-space) as the input texture coordinates
1989 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1990 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1991 * to the TEXCOORDINDEX value
1995 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1997 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1998 case WINED3DTSS_TCI_PASSTHRU:
1999 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
2000 glDisable(GL_TEXTURE_GEN_S);
2001 glDisable(GL_TEXTURE_GEN_T);
2002 glDisable(GL_TEXTURE_GEN_R);
2003 glDisable(GL_TEXTURE_GEN_Q);
2004 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
2005 break;
2007 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
2008 /* CameraSpacePosition means use the vertex position, transformed to camera space,
2009 * as the input texture coordinates for this stage's texture transformation. This
2010 * equates roughly to EYE_LINEAR
2013 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2014 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2015 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2016 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2017 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
2019 glMatrixMode(GL_MODELVIEW);
2020 glPushMatrix();
2021 glLoadIdentity();
2022 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2023 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2024 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2025 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2026 glPopMatrix();
2028 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
2029 glEnable(GL_TEXTURE_GEN_S);
2030 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2031 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2032 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2033 glEnable(GL_TEXTURE_GEN_T);
2034 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2035 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2036 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2037 glEnable(GL_TEXTURE_GEN_R);
2038 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2039 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2040 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2042 break;
2044 case WINED3DTSS_TCI_CAMERASPACENORMAL:
2046 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2047 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2048 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2049 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2050 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2051 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
2053 glMatrixMode(GL_MODELVIEW);
2054 glPushMatrix();
2055 glLoadIdentity();
2056 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2057 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2058 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2059 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2060 glPopMatrix();
2062 glEnable(GL_TEXTURE_GEN_S);
2063 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2064 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2065 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2066 glEnable(GL_TEXTURE_GEN_T);
2067 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2068 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2069 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2070 glEnable(GL_TEXTURE_GEN_R);
2071 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2072 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2073 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2076 break;
2078 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2080 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2081 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2082 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2083 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2084 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2085 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2087 glMatrixMode(GL_MODELVIEW);
2088 glPushMatrix();
2089 glLoadIdentity();
2090 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2091 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2092 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2093 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2094 glPopMatrix();
2096 glEnable(GL_TEXTURE_GEN_S);
2097 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2098 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2099 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2100 glEnable(GL_TEXTURE_GEN_T);
2101 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2102 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2103 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2104 glEnable(GL_TEXTURE_GEN_R);
2105 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2106 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2107 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2110 break;
2112 /* Unhandled types: */
2113 default:
2114 /* Todo: */
2115 /* ? disable GL_TEXTURE_GEN_n ? */
2116 glDisable(GL_TEXTURE_GEN_S);
2117 glDisable(GL_TEXTURE_GEN_T);
2118 glDisable(GL_TEXTURE_GEN_R);
2119 glDisable(GL_TEXTURE_GEN_Q);
2120 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2121 break;
2124 /* Update the texture matrix */
2125 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2126 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2129 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2130 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2131 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2132 * and do all the things linked to it
2133 * TODO: Tidy that up to reload only the arrays of the changed unit
2135 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2137 unloadTexCoords(stateblock);
2138 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2142 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2143 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2145 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2146 * has an update pending
2148 if(isStateDirty(context, STATE_VDECL) ||
2149 isStateDirty(context, STATE_PIXELSHADER)) {
2150 return;
2153 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2156 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2157 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2158 union {
2159 DWORD d;
2160 float f;
2161 } tmpvalue;
2163 if(stateblock->pixelShader && stage != 0 &&
2164 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2165 /* The pixel shader has to know the luminance scale. Do a constants update if it
2166 * isn't scheduled anyway
2168 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2169 !isStateDirty(context, STATE_PIXELSHADER)) {
2170 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2174 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2175 if(tmpvalue.f != 0.0) {
2176 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2180 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2181 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2182 union {
2183 DWORD d;
2184 float f;
2185 } tmpvalue;
2187 if(stateblock->pixelShader && stage != 0 &&
2188 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2189 /* The pixel shader has to know the luminance offset. Do a constants update if it
2190 * isn't scheduled anyway
2192 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2193 !isStateDirty(context, STATE_PIXELSHADER)) {
2194 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2198 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2199 if(tmpvalue.f != 0.0) {
2200 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2204 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2205 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2207 if(stage >= GL_LIMITS(texture_stages)) {
2208 return;
2211 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2212 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2216 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2217 DWORD sampler = state - STATE_SAMPLER(0);
2218 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2219 union {
2220 float f;
2221 DWORD d;
2222 } tmpvalue;
2224 TRACE("Sampler: %d\n", sampler);
2225 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2226 * only has to bind textures and set the per texture states
2229 if (mapped_stage == -1) {
2230 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2231 return;
2234 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2235 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2236 return;
2238 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2239 checkGLcall("glActiveTextureARB");
2240 } else if (sampler > 0) {
2241 /* We can't do anything here */
2242 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2243 return;
2246 if(stateblock->textures[sampler]) {
2247 BOOL texIsPow2 = FALSE;
2249 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2250 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2251 * scaling is reapplied or removed, the texture matrix has to be reapplied
2253 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2254 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2255 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2256 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2257 texIsPow2 = TRUE;
2259 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2260 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2261 texIsPow2 = TRUE;
2265 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2266 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2267 context->lastWasPow2Texture[sampler] = texIsPow2;
2271 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2272 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2274 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2275 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2276 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2277 GL_TEXTURE_LOD_BIAS_EXT,
2278 tmpvalue.f);
2279 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2282 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2283 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2284 /* Using a pixel shader? Verify the sampler types */
2286 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2287 * dimensions because the shader knows from which texture type to sample from. For the sake of
2288 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2289 * dimensions. This should make wrong sampling sources visible :-)
2291 glEnable(stateblock->textureDimensions[sampler]);
2292 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2293 } else if(sampler < stateblock->lowest_disabled_stage) {
2294 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2295 activate_dimensions(sampler, stateblock, context);
2298 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2299 /* If color keying is enabled update the alpha test, it depends on the existence
2300 * of a color key in stage 0
2302 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2305 } else if(sampler < GL_LIMITS(texture_stages)) {
2306 if(sampler < stateblock->lowest_disabled_stage) {
2307 /* TODO: What should I do with pixel shaders here ??? */
2308 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2309 activate_dimensions(sampler, stateblock, context);
2311 } /* Otherwise tex_colorop disables the stage */
2312 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2313 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2317 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2318 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2319 BOOL use_pshader = use_ps(device);
2320 BOOL use_vshader = use_vs(device);
2321 BOOL update_fog = FALSE;
2322 int i;
2324 if (use_pshader) {
2325 if(!context->last_was_pshader) {
2326 /* Former draw without a pixel shader, some samplers
2327 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2328 * make sure to enable them
2330 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2331 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2332 sampler(STATE_SAMPLER(i), stateblock, context);
2335 update_fog = TRUE;
2336 } else {
2337 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2338 * if a different texture was bound. I don't have to do anything.
2342 /* Compile and bind the shader */
2343 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2344 } else {
2345 /* Disabled the pixel shader - color ops weren't applied
2346 * while it was enabled, so re-apply them.
2348 for(i=0; i < MAX_TEXTURES; i++) {
2349 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2350 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2353 if(context->last_was_pshader)
2354 update_fog = TRUE;
2357 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2358 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2360 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2361 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2365 if(update_fog)
2366 state_fog(state, stateblock, context);
2368 context->last_was_pshader = use_pshader;
2371 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2372 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2374 if(stateblock->pixelShader && stage != 0 &&
2375 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2376 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2377 * anyway
2379 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2380 !isStateDirty(context, STATE_PIXELSHADER)) {
2381 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2385 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2386 if(stage >= GL_LIMITS(texture_stages)) {
2387 WARN("Bump env matrix of unsupported stage set\n");
2388 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2389 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2390 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2392 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2393 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2394 checkGLcall("glTexBumpParameterfvATI");
2396 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2397 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2398 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2399 * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2400 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2401 * for stage + 1. Keep the nvrc tex unit mapping in mind too
2403 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2405 if(mapped_stage < GL_LIMITS(textures)) {
2406 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2407 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2409 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2410 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2411 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)\n");
2416 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2417 /* This function is called by transform_view below if the view matrix was changed too
2419 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2420 * does not always update the world matrix, only on a switch between transformed
2421 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2422 * draw, but that should be rather rare and cheaper in total.
2424 glMatrixMode(GL_MODELVIEW);
2425 checkGLcall("glMatrixMode");
2427 if(context->last_was_rhw) {
2428 glLoadIdentity();
2429 checkGLcall("glLoadIdentity()");
2430 } else {
2431 /* In the general case, the view matrix is the identity matrix */
2432 if (stateblock->wineD3DDevice->view_ident) {
2433 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2434 checkGLcall("glLoadMatrixf");
2435 } else {
2436 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2437 checkGLcall("glLoadMatrixf");
2438 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2439 checkGLcall("glMultMatrixf");
2444 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2445 UINT index = state - STATE_CLIPPLANE(0);
2447 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2448 return;
2451 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2452 glMatrixMode(GL_MODELVIEW);
2453 glPushMatrix();
2454 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2456 TRACE("Clipplane [%f,%f,%f,%f]\n",
2457 stateblock->clipplane[index][0],
2458 stateblock->clipplane[index][1],
2459 stateblock->clipplane[index][2],
2460 stateblock->clipplane[index][3]);
2461 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2462 checkGLcall("glClipPlane");
2464 glPopMatrix();
2467 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2468 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2469 GLenum glMat;
2470 TRACE("Setting world matrix %d\n", matrix);
2472 if(matrix >= GL_LIMITS(blends)) {
2473 WARN("Unsupported blend matrix set\n");
2474 return;
2475 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2476 return;
2479 /* GL_MODELVIEW0_ARB: 0x1700
2480 * GL_MODELVIEW1_ARB: 0x0x850a
2481 * GL_MODELVIEW2_ARB: 0x8722
2482 * GL_MODELVIEW3_ARB: 0x8723
2483 * etc
2484 * GL_MODELVIEW31_ARB: 0x873F
2486 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2487 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2489 glMatrixMode(glMat);
2490 checkGLcall("glMatrixMode(glMat)");
2492 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2493 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2495 if(stateblock->wineD3DDevice->view_ident) {
2496 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2497 checkGLcall("glLoadMatrixf")
2498 } else {
2499 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2500 checkGLcall("glLoadMatrixf")
2501 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2502 checkGLcall("glMultMatrixf")
2506 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2507 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2509 switch(val) {
2510 case WINED3DVBF_1WEIGHTS:
2511 case WINED3DVBF_2WEIGHTS:
2512 case WINED3DVBF_3WEIGHTS:
2513 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2514 glEnable(GL_VERTEX_BLEND_ARB);
2515 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2517 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2518 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2520 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2522 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2523 int i;
2524 for(i = 1; i < GL_LIMITS(blends); i++) {
2525 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2526 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2529 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2531 } else {
2532 /* TODO: Implement vertex blending in drawStridedSlow */
2533 FIXME("Vertex blending enabled, but not supported by hardware\n");
2535 break;
2537 case WINED3DVBF_DISABLE:
2538 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2539 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2540 glDisable(GL_VERTEX_BLEND_ARB);
2541 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2542 } else {
2543 TRACE("Vertex blending disabled\n");
2545 break;
2547 case WINED3DVBF_TWEENING:
2548 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2549 * vertex weights in the vertices?
2550 * For now we don't report that as supported, so a warn should suffice
2552 WARN("Tweening not supported yet\n");
2553 break;
2557 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2558 unsigned int k;
2560 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2561 * NOTE: We have to reset the positions even if the light/plane is not currently
2562 * enabled, since the call to enable it will not reset the position.
2563 * NOTE2: Apparently texture transforms do NOT need reapplying
2566 PLIGHTINFOEL *light = NULL;
2568 glMatrixMode(GL_MODELVIEW);
2569 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2570 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2571 checkGLcall("glLoadMatrixf(...)");
2573 /* Reset lights. TODO: Call light apply func */
2574 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2575 light = stateblock->activeLights[k];
2576 if(!light) continue;
2577 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2578 checkGLcall("glLightfv posn");
2579 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2580 checkGLcall("glLightfv dirn");
2583 /* Reset Clipping Planes */
2584 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2585 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2586 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2590 if(context->last_was_rhw) {
2591 glLoadIdentity();
2592 checkGLcall("glLoadIdentity()");
2593 /* No need to update the world matrix, the identity is fine */
2594 return;
2597 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2598 * No need to do it here if the state is scheduled for update.
2600 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2601 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2604 /* Avoid looping over a number of matrices if the app never used the functionality */
2605 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2606 for(k = 1; k < GL_LIMITS(blends); k++) {
2607 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2608 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2614 static const GLfloat invymat[16] = {
2615 1.0f, 0.0f, 0.0f, 0.0f,
2616 0.0f, -1.0f, 0.0f, 0.0f,
2617 0.0f, 0.0f, 1.0f, 0.0f,
2618 0.0f, 0.0f, 0.0f, 1.0f};
2620 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2621 glMatrixMode(GL_PROJECTION);
2622 checkGLcall("glMatrixMode(GL_PROJECTION)");
2623 glLoadIdentity();
2624 checkGLcall("glLoadIdentity");
2626 if(context->last_was_rhw) {
2627 double X, Y, height, width, minZ, maxZ;
2629 X = stateblock->viewport.X;
2630 Y = stateblock->viewport.Y;
2631 height = stateblock->viewport.Height;
2632 width = stateblock->viewport.Width;
2633 minZ = stateblock->viewport.MinZ;
2634 maxZ = stateblock->viewport.MaxZ;
2636 if(!stateblock->wineD3DDevice->untransformed) {
2637 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2638 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2639 * suppress depth clipping. This can be done because it is an orthogonal projection and
2640 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
2641 * Persia 3D need this.
2643 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
2644 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
2645 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
2646 * to the viewer.
2648 * Also note that this breaks z comparison against z values filled in with clear,
2649 * but no app depending on that and disabled clipping has been found yet. Comparing
2650 * primitives against themselves works, so the Z buffer is still intact for normal hidden
2651 * surface removal.
2653 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
2654 * but this would break Z buffer operation. Raising the range to something less than
2655 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
2656 * problem either.
2658 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2659 if(stateblock->wineD3DDevice->render_offscreen) {
2660 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2661 } else {
2662 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2664 } else {
2665 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2666 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2667 * unmodified to opengl.
2669 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2670 * replacement shader.
2672 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2673 if(stateblock->wineD3DDevice->render_offscreen) {
2674 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
2675 } else {
2676 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
2679 checkGLcall("glOrtho");
2681 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
2682 glTranslatef(0.5, 0.5, 0);
2683 checkGLcall("glTranslatef(0.5, 0.5, 0)");
2684 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2685 * render everything upside down when rendering offscreen. */
2686 if (stateblock->wineD3DDevice->render_offscreen) {
2687 glMultMatrixf(invymat);
2688 checkGLcall("glMultMatrixf(invymat)");
2690 } else {
2691 /* The rule is that the window coordinate 0 does not correspond to the
2692 beginning of the first pixel, but the center of the first pixel.
2693 As a consequence if you want to correctly draw one line exactly from
2694 the left to the right end of the viewport (with all matrices set to
2695 be identity), the x coords of both ends of the line would be not
2696 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2697 instead.
2699 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
2700 divide by the Width/Height, so we need the half range(1.0) to translate by
2701 half a pixel.
2703 The other fun is that d3d's output z range after the transformation is [0;1],
2704 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
2705 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
2706 of Z buffer precision and the clear values do not match in the z test. Thus scale
2707 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
2709 glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
2710 checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
2711 glScalef(1.0, 1.0, 2.0);
2713 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2714 * render everything upside down when rendering offscreen. */
2715 if (stateblock->wineD3DDevice->render_offscreen) {
2716 glMultMatrixf(invymat);
2717 checkGLcall("glMultMatrixf(invymat)");
2719 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2720 checkGLcall("glLoadMatrixf");
2724 /* This should match any arrays loaded in loadVertexData.
2725 * stateblock impl is required for GL_SUPPORT
2726 * TODO: Only load / unload arrays if we have to.
2728 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2729 glDisableClientState(GL_VERTEX_ARRAY);
2730 glDisableClientState(GL_NORMAL_ARRAY);
2731 glDisableClientState(GL_COLOR_ARRAY);
2732 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2733 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2735 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2736 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2737 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2738 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2740 unloadTexCoords(stateblock);
2743 /* This should match any arrays loaded in loadNumberedArrays
2744 * TODO: Only load / unload arrays if we have to.
2746 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2747 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2748 GLint maxAttribs;
2749 int i;
2751 /* Leave all the attribs disabled */
2752 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2753 /* MESA does not support it right not */
2754 if (glGetError() != GL_NO_ERROR)
2755 maxAttribs = 16;
2756 for (i = 0; i < maxAttribs; ++i) {
2757 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2758 checkGLcall("glDisableVertexAttribArrayARB(reg);");
2762 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2763 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2764 int i;
2765 UINT *offset = stateblock->streamOffset;
2767 /* Default to no instancing */
2768 stateblock->wineD3DDevice->instancedDraw = FALSE;
2770 for (i = 0; i < MAX_ATTRIBS; i++) {
2772 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2773 continue;
2775 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2776 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2777 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2778 stateblock->wineD3DDevice->instancedDraw = TRUE;
2779 continue;
2782 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2784 if(strided->u.input[i].dwStride) {
2785 if(curVBO != strided->u.input[i].VBO) {
2786 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2787 checkGLcall("glBindBufferARB");
2788 curVBO = strided->u.input[i].VBO;
2790 GL_EXTCALL(glVertexAttribPointerARB(i,
2791 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2792 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2793 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2794 strided->u.input[i].dwStride,
2795 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2796 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2797 } else {
2798 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2799 * set up the attribute statically. But we have to figure out the system memory address.
2801 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2802 if(strided->u.input[i].VBO) {
2803 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2804 ptr += (long) vb->resource.allocatedMemory;
2806 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2808 switch(strided->u.input[i].dwType) {
2809 case WINED3DDECLTYPE_FLOAT1:
2810 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2811 break;
2812 case WINED3DDECLTYPE_FLOAT2:
2813 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2814 break;
2815 case WINED3DDECLTYPE_FLOAT3:
2816 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2817 break;
2818 case WINED3DDECLTYPE_FLOAT4:
2819 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2820 break;
2822 case WINED3DDECLTYPE_UBYTE4:
2823 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2824 break;
2825 case WINED3DDECLTYPE_UBYTE4N:
2826 case WINED3DDECLTYPE_D3DCOLOR:
2827 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2828 break;
2830 case WINED3DDECLTYPE_SHORT2:
2831 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2832 break;
2833 case WINED3DDECLTYPE_SHORT4:
2834 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2835 break;
2837 case WINED3DDECLTYPE_SHORT2N:
2839 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2840 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2841 break;
2843 case WINED3DDECLTYPE_USHORT2N:
2845 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2846 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2847 break;
2849 case WINED3DDECLTYPE_SHORT4N:
2850 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2851 break;
2852 case WINED3DDECLTYPE_USHORT4N:
2853 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2854 break;
2856 case WINED3DDECLTYPE_UDEC3:
2857 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2858 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2859 break;
2860 case WINED3DDECLTYPE_DEC3N:
2861 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2862 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2863 break;
2865 case WINED3DDECLTYPE_FLOAT16_2:
2866 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2867 * byte float according to the IEEE standard
2869 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2870 break;
2871 case WINED3DDECLTYPE_FLOAT16_4:
2872 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2873 break;
2875 case WINED3DDECLTYPE_UNUSED:
2876 default:
2877 ERR("Unexpected declaration in stride 0 attributes\n");
2878 break;
2885 /* Used from 2 different functions, and too big to justify making it inlined */
2886 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2887 UINT *offset = stateblock->streamOffset;
2888 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2890 TRACE("Using fast vertex array code\n");
2892 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2893 stateblock->wineD3DDevice->instancedDraw = FALSE;
2895 /* Blend Data ---------------------------------------------- */
2896 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2897 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2899 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2900 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2901 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2903 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2904 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2906 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2908 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2909 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2910 sd->u.s.blendWeights.dwStride,
2911 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2913 if(curVBO != sd->u.s.blendWeights.VBO) {
2914 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2915 checkGLcall("glBindBufferARB");
2916 curVBO = sd->u.s.blendWeights.VBO;
2919 GL_EXTCALL(glWeightPointerARB)(
2920 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2921 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2922 sd->u.s.blendWeights.dwStride,
2923 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2925 checkGLcall("glWeightPointerARB");
2927 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2928 static BOOL showfixme = TRUE;
2929 if(showfixme){
2930 FIXME("blendMatrixIndices support\n");
2931 showfixme = FALSE;
2934 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2935 /* FIXME("TODO\n");*/
2936 #if 0
2938 GL_EXTCALL(glVertexWeightPointerEXT)(
2939 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2940 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2941 sd->u.s.blendWeights.dwStride,
2942 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2943 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2944 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2945 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2946 #endif
2948 } else {
2949 /* TODO: support blends in drawStridedSlow
2950 * No need to write a FIXME here, this is done after the general vertex decl decoding
2952 WARN("unsupported blending in openGl\n");
2954 } else {
2955 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2956 static const GLbyte one = 1;
2957 GL_EXTCALL(glWeightbvARB(1, &one));
2958 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
2962 #if 0 /* FOG ----------------------------------------------*/
2963 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2964 /* TODO: fog*/
2965 if (GL_SUPPORT(EXT_FOG_COORD) {
2966 glEnableClientState(GL_FOG_COORDINATE_EXT);
2967 (GL_EXTCALL)(FogCoordPointerEXT)(
2968 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2969 sd->u.s.fog.dwStride,
2970 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2971 } else {
2972 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2973 /* FIXME: fixme once */
2974 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
2976 } else {
2977 if (GL_SUPPRT(EXT_FOR_COORD) {
2978 /* make sure fog is disabled */
2979 glDisableClientState(GL_FOG_COORDINATE_EXT);
2982 #endif
2984 #if 0 /* tangents ----------------------------------------------*/
2985 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
2986 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2987 /* TODO: tangents*/
2988 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2989 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
2990 glEnable(GL_TANGENT_ARRAY_EXT);
2991 (GL_EXTCALL)(TangentPointerEXT)(
2992 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
2993 sd->u.s.tangent.dwStride,
2994 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
2995 } else {
2996 glDisable(GL_TANGENT_ARRAY_EXT);
2998 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2999 glEnable(GL_BINORMAL_ARRAY_EXT);
3000 (GL_EXTCALL)(BinormalPointerEXT)(
3001 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
3002 sd->u.s.binormal.dwStride,
3003 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
3004 } else{
3005 glDisable(GL_BINORMAL_ARRAY_EXT);
3008 } else {
3009 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
3010 /* FIXME: fixme once */
3011 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
3013 } else {
3014 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3015 /* make sure fog is disabled */
3016 glDisable(GL_TANGENT_ARRAY_EXT);
3017 glDisable(GL_BINORMAL_ARRAY_EXT);
3020 #endif
3022 /* Point Size ----------------------------------------------*/
3023 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
3025 /* no such functionality in the fixed function GL pipeline */
3026 TRACE("Cannot change ptSize here in openGl\n");
3027 /* TODO: Implement this function in using shaders if they are available */
3031 /* Vertex Pointers -----------------------------------------*/
3032 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
3033 /* Note dwType == float3 or float4 == 2 or 3 */
3034 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
3035 sd->u.s.position.dwStride,
3036 sd->u.s.position.dwType + 1,
3037 sd->u.s.position.lpData));
3039 if(curVBO != sd->u.s.position.VBO) {
3040 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
3041 checkGLcall("glBindBufferARB");
3042 curVBO = sd->u.s.position.VBO;
3045 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
3046 handling for rhw mode should not impact screen position whereas in GL it does.
3047 This may result in very slightly distored textures in rhw mode, but
3048 a very minimal different. There's always the other option of
3049 fixing the view matrix to prevent w from having any effect
3051 This only applies to user pointer sources, in VBOs the vertices are fixed up
3053 if(sd->u.s.position.VBO == 0) {
3054 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
3055 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3056 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3057 } else {
3058 glVertexPointer(
3059 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
3060 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3061 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3063 checkGLcall("glVertexPointer(...)");
3064 glEnableClientState(GL_VERTEX_ARRAY);
3065 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
3068 /* Normals -------------------------------------------------*/
3069 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
3070 /* Note dwType == float3 or float4 == 2 or 3 */
3071 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
3072 sd->u.s.normal.dwStride,
3073 sd->u.s.normal.lpData));
3074 if(curVBO != sd->u.s.normal.VBO) {
3075 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
3076 checkGLcall("glBindBufferARB");
3077 curVBO = sd->u.s.normal.VBO;
3079 glNormalPointer(
3080 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
3081 sd->u.s.normal.dwStride,
3082 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
3083 checkGLcall("glNormalPointer(...)");
3084 glEnableClientState(GL_NORMAL_ARRAY);
3085 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
3087 } else {
3088 glNormal3f(0, 0, 0);
3089 checkGLcall("glNormal3f(0, 0, 0)");
3092 /* Diffuse Colour --------------------------------------------*/
3093 /* WARNING: Data here MUST be in RGBA format, so cannot */
3094 /* go directly into fast mode from app pgm, because */
3095 /* directx requires data in BGRA format. */
3096 /* currently fixupVertices swizels the format, but this isn't */
3097 /* very practical when using VBOS */
3098 /* NOTE: Unless we write a vertex shader to swizel the colour */
3099 /* , or the user doesn't care and wants the speed advantage */
3101 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
3102 /* Note dwType == float3 or float4 == 2 or 3 */
3103 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3104 sd->u.s.diffuse.dwStride,
3105 sd->u.s.diffuse.lpData));
3107 if(curVBO != sd->u.s.diffuse.VBO) {
3108 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
3109 checkGLcall("glBindBufferARB");
3110 curVBO = sd->u.s.diffuse.VBO;
3112 glColorPointer(4, GL_UNSIGNED_BYTE,
3113 sd->u.s.diffuse.dwStride,
3114 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3115 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3116 glEnableClientState(GL_COLOR_ARRAY);
3117 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3119 } else {
3120 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3121 checkGLcall("glColor4f(1, 1, 1, 1)");
3124 /* Specular Colour ------------------------------------------*/
3125 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3126 TRACE("setting specular colour\n");
3127 /* Note dwType == float3 or float4 == 2 or 3 */
3128 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3129 sd->u.s.specular.dwStride,
3130 sd->u.s.specular.lpData));
3131 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3132 if(curVBO != sd->u.s.specular.VBO) {
3133 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3134 checkGLcall("glBindBufferARB");
3135 curVBO = sd->u.s.specular.VBO;
3137 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
3138 sd->u.s.specular.dwStride,
3139 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3140 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3141 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3142 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3143 } else {
3145 /* Missing specular color is not critical, no warnings */
3146 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3149 } else {
3150 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3151 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3152 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3153 } else {
3155 /* Missing specular color is not critical, no warnings */
3156 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3160 /* Texture coords -------------------------------------------*/
3161 loadTexCoords(stateblock, sd, &curVBO);
3164 static inline void drawPrimitiveTraceDataLocations(
3165 WineDirect3DVertexStridedData *dataLocations) {
3167 /* Dump out what parts we have supplied */
3168 TRACE("Strided Data:\n");
3169 TRACE_STRIDED((dataLocations), position);
3170 TRACE_STRIDED((dataLocations), blendWeights);
3171 TRACE_STRIDED((dataLocations), blendMatrixIndices);
3172 TRACE_STRIDED((dataLocations), normal);
3173 TRACE_STRIDED((dataLocations), pSize);
3174 TRACE_STRIDED((dataLocations), diffuse);
3175 TRACE_STRIDED((dataLocations), specular);
3176 TRACE_STRIDED((dataLocations), texCoords[0]);
3177 TRACE_STRIDED((dataLocations), texCoords[1]);
3178 TRACE_STRIDED((dataLocations), texCoords[2]);
3179 TRACE_STRIDED((dataLocations), texCoords[3]);
3180 TRACE_STRIDED((dataLocations), texCoords[4]);
3181 TRACE_STRIDED((dataLocations), texCoords[5]);
3182 TRACE_STRIDED((dataLocations), texCoords[6]);
3183 TRACE_STRIDED((dataLocations), texCoords[7]);
3184 TRACE_STRIDED((dataLocations), position2);
3185 TRACE_STRIDED((dataLocations), normal2);
3186 TRACE_STRIDED((dataLocations), tangent);
3187 TRACE_STRIDED((dataLocations), binormal);
3188 TRACE_STRIDED((dataLocations), tessFactor);
3189 TRACE_STRIDED((dataLocations), fog);
3190 TRACE_STRIDED((dataLocations), depth);
3191 TRACE_STRIDED((dataLocations), sample);
3193 return;
3196 /* Helper for vertexdeclaration() */
3197 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3198 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3199 BOOL fixup = FALSE;
3200 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3202 if(device->up_strided) {
3203 /* Note: this is a ddraw fixed-function code path */
3204 TRACE("================ Strided Input ===================\n");
3205 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3207 if(TRACE_ON(d3d)) {
3208 drawPrimitiveTraceDataLocations(dataLocations);
3210 } else {
3211 /* Note: This is a fixed function or shader codepath.
3212 * This means it must handle both types of strided data.
3213 * Shaders must go through here to zero the strided data, even if they
3214 * don't set any declaration at all
3216 TRACE("================ Vertex Declaration ===================\n");
3217 memset(dataLocations, 0, sizeof(*dataLocations));
3218 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3219 useVertexShaderFunction, dataLocations, &fixup);
3222 if (dataLocations->u.s.position_transformed) {
3223 useVertexShaderFunction = FALSE;
3226 /* Unload the old arrays before loading the new ones to get old junk out */
3227 if(context->numberedArraysLoaded) {
3228 unloadNumberedArrays(stateblock);
3229 context->numberedArraysLoaded = FALSE;
3231 if(context->namedArraysLoaded) {
3232 unloadVertexData(stateblock);
3233 context->namedArraysLoaded = FALSE;
3236 if(useVertexShaderFunction) {
3237 TRACE("Loading numbered arrays\n");
3238 loadNumberedArrays(stateblock, dataLocations);
3239 device->useDrawStridedSlow = FALSE;
3240 context->numberedArraysLoaded = TRUE;
3241 } else if (fixup ||
3242 (dataLocations->u.s.pSize.lpData == NULL &&
3243 dataLocations->u.s.diffuse.lpData == NULL &&
3244 dataLocations->u.s.specular.lpData == NULL)) {
3245 /* Load the vertex data using named arrays */
3246 TRACE("Loading vertex data\n");
3247 loadVertexData(stateblock, dataLocations);
3248 device->useDrawStridedSlow = FALSE;
3249 context->namedArraysLoaded = TRUE;
3250 } else {
3251 TRACE("Not loading vertex data\n");
3252 device->useDrawStridedSlow = TRUE;
3255 /* Generate some fixme's if unsupported functionality is being used */
3256 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3257 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3258 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3259 FIXME("Tweening is only valid with vertex shaders\n");
3261 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3262 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3264 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3265 FIXME("Extended attributes are only valid with vertex shaders\n");
3267 #undef BUFFER_OR_DATA
3270 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3271 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3272 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3273 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3274 BOOL transformed;
3275 /* Some stuff is in the device until we have per context tracking */
3276 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3277 BOOL wasrhw = context->last_was_rhw;
3279 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3280 * here simply check whether a shader was set, or the user disabled shaders
3282 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3283 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3284 useVertexShaderFunction = TRUE;
3286 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3287 updateFog = TRUE;
3289 } else if(context->last_was_foggy_shader) {
3290 updateFog = TRUE;
3293 handleStreams(stateblock, useVertexShaderFunction, context);
3295 transformed = device->strided_streams.u.s.position_transformed;
3296 if (transformed) useVertexShaderFunction = FALSE;
3298 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3299 updateFog = TRUE;
3302 /* Reapply lighting if it is not scheduled for reapplication already */
3303 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3304 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3307 if (transformed) {
3308 context->last_was_rhw = TRUE;
3309 } else {
3311 /* Untransformed, so relies on the view and projection matrices */
3312 context->last_was_rhw = FALSE;
3313 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3314 device->untransformed = TRUE;
3316 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3317 * Not needed as long as only hw shaders are supported
3320 /* This sets the shader output position correction constants.
3321 * TODO: Move to the viewport state
3323 if (useVertexShaderFunction) {
3324 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3328 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3329 * off this function will be called again anyway to make sure they're properly set
3331 if(!useVertexShaderFunction) {
3332 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3333 * or transformed / untransformed was switched
3335 if(wasrhw != context->last_was_rhw &&
3336 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3337 !isStateDirty(context, STATE_VIEWPORT)) {
3338 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3340 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3341 * mode.
3343 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3344 * this check will fail and the matrix not applied again. This is OK because a simple
3345 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3346 * needs of the vertex declaration.
3348 * World and view matrix go into the same gl matrix, so only apply them when neither is
3349 * dirty
3351 if(transformed != wasrhw &&
3352 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3353 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3354 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3357 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3358 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3361 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3362 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3364 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
3365 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
3367 } else {
3368 /* We compile the shader here because we need the vertex declaration
3369 * in order to determine if we need to do any swizzling for D3DCOLOR
3370 * registers. If the shader is already compiled this call will do nothing. */
3371 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3373 if(!context->last_was_vshader) {
3374 int i;
3375 static BOOL warned = FALSE;
3376 /* Disable all clip planes to get defined results on all drivers. See comment in the
3377 * state_clipping state handler
3379 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3380 glDisable(GL_CLIP_PLANE0 + i);
3381 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3384 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3385 FIXME("Clipping not supported with vertex shaders\n");
3386 warned = TRUE;
3391 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3392 * application
3394 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3395 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3397 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3398 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3402 context->last_was_vshader = useVertexShaderFunction;
3404 if(updateFog) {
3405 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3407 if(!useVertexShaderFunction) {
3408 int i;
3409 for(i = 0; i < MAX_TEXTURES; i++) {
3410 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
3411 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
3417 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3418 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3419 checkGLcall("glDepthRange");
3420 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3422 if(stateblock->wineD3DDevice->render_offscreen) {
3423 glViewport(stateblock->viewport.X,
3424 stateblock->viewport.Y,
3425 stateblock->viewport.Width, stateblock->viewport.Height);
3426 } else {
3427 glViewport(stateblock->viewport.X,
3428 (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3429 stateblock->viewport.Width, stateblock->viewport.Height);
3432 checkGLcall("glViewport");
3434 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
3435 stateblock->wineD3DDevice->posFixup[3] = -1.0 / stateblock->viewport.Height;
3436 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3437 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3442 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3443 UINT Index = state - STATE_ACTIVELIGHT(0);
3444 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3446 if(!lightInfo) {
3447 glDisable(GL_LIGHT0 + Index);
3448 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3449 } else {
3450 float quad_att;
3451 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3453 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3454 glMatrixMode(GL_MODELVIEW);
3455 glPushMatrix();
3456 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3458 /* Diffuse: */
3459 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3460 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3461 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3462 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3463 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3464 checkGLcall("glLightfv");
3466 /* Specular */
3467 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3468 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3469 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3470 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3471 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3472 checkGLcall("glLightfv");
3474 /* Ambient */
3475 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3476 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3477 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3478 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3479 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3480 checkGLcall("glLightfv");
3482 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3483 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3484 } else {
3485 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3488 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3489 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3490 * Attenuation0 to NaN and crashes in the gl lib
3493 switch (lightInfo->OriginalParms.Type) {
3494 case WINED3DLIGHT_POINT:
3495 /* Position */
3496 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3497 checkGLcall("glLightfv");
3498 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3499 checkGLcall("glLightf");
3500 /* Attenuation - Are these right? guessing... */
3501 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3502 checkGLcall("glLightf");
3503 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3504 checkGLcall("glLightf");
3505 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3506 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3507 checkGLcall("glLightf");
3508 /* FIXME: Range */
3509 break;
3511 case WINED3DLIGHT_SPOT:
3512 /* Position */
3513 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3514 checkGLcall("glLightfv");
3515 /* Direction */
3516 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3517 checkGLcall("glLightfv");
3518 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3519 checkGLcall("glLightf");
3520 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3521 checkGLcall("glLightf");
3522 /* Attenuation - Are these right? guessing... */
3523 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3524 checkGLcall("glLightf");
3525 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3526 checkGLcall("glLightf");
3527 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3528 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3529 checkGLcall("glLightf");
3530 /* FIXME: Range */
3531 break;
3533 case WINED3DLIGHT_DIRECTIONAL:
3534 /* Direction */
3535 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3536 checkGLcall("glLightfv");
3537 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3538 checkGLcall("glLightf");
3539 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3540 checkGLcall("glLightf");
3541 break;
3543 default:
3544 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3547 /* Restore the modelview matrix */
3548 glPopMatrix();
3550 glEnable(GL_LIGHT0 + Index);
3551 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3554 return;
3557 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3558 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3559 RECT *pRect = &stateblock->scissorRect;
3560 RECT windowRect;
3561 UINT winHeight;
3563 GetClientRect(swapchain->win_handle, &windowRect);
3564 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3565 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3567 winHeight = windowRect.bottom - windowRect.top;
3568 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3569 pRect->right - pRect->left, pRect->bottom - pRect->top);
3571 if (stateblock->wineD3DDevice->render_offscreen) {
3572 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3573 } else {
3574 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3576 checkGLcall("glScissor");
3579 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3580 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3581 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3582 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3583 } else {
3584 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3585 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3590 const struct StateEntry StateTable[] =
3592 /* State name representative, apply function */
3593 { /* 0, Undefined */ 0, state_undefined },
3594 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3595 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3596 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3597 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3598 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3599 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3600 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3601 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3602 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3603 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3604 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3605 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3606 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3607 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3608 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3609 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3610 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3611 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3612 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3613 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3614 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3615 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3616 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3617 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3618 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3619 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3620 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3621 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3622 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3623 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3624 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3625 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3626 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3627 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3628 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3629 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3630 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3631 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3632 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3633 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3634 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3635 { /* 42, undefined */ 0, state_undefined },
3636 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3637 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3638 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3639 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3640 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3641 { /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog },
3642 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3643 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3644 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3645 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3646 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3647 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3648 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3649 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3650 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3651 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3652 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3653 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3654 { /* 61, Undefined */ 0, state_undefined },
3655 { /* 62, Undefined */ 0, state_undefined },
3656 { /* 63, Undefined */ 0, state_undefined },
3657 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3658 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3659 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3660 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3661 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3662 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3663 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3664 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3665 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3666 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3667 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3668 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3669 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3670 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3671 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3672 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3673 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3674 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3675 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3676 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3677 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3678 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3679 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3680 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3681 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3682 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3683 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3684 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3685 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3686 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3687 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3688 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3689 { /* 96, Undefined */ 0, state_undefined },
3690 { /* 97, Undefined */ 0, state_undefined },
3691 { /* 98, Undefined */ 0, state_undefined },
3692 { /* 99, Undefined */ 0, state_undefined },
3693 { /*100, Undefined */ 0, state_undefined },
3694 { /*101, Undefined */ 0, state_undefined },
3695 { /*102, Undefined */ 0, state_undefined },
3696 { /*103, Undefined */ 0, state_undefined },
3697 { /*104, Undefined */ 0, state_undefined },
3698 { /*105, Undefined */ 0, state_undefined },
3699 { /*106, Undefined */ 0, state_undefined },
3700 { /*107, Undefined */ 0, state_undefined },
3701 { /*108, Undefined */ 0, state_undefined },
3702 { /*109, Undefined */ 0, state_undefined },
3703 { /*110, Undefined */ 0, state_undefined },
3704 { /*111, Undefined */ 0, state_undefined },
3705 { /*112, Undefined */ 0, state_undefined },
3706 { /*113, Undefined */ 0, state_undefined },
3707 { /*114, Undefined */ 0, state_undefined },
3708 { /*115, Undefined */ 0, state_undefined },
3709 { /*116, Undefined */ 0, state_undefined },
3710 { /*117, Undefined */ 0, state_undefined },
3711 { /*118, Undefined */ 0, state_undefined },
3712 { /*119, Undefined */ 0, state_undefined },
3713 { /*120, Undefined */ 0, state_undefined },
3714 { /*121, Undefined */ 0, state_undefined },
3715 { /*122, Undefined */ 0, state_undefined },
3716 { /*123, Undefined */ 0, state_undefined },
3717 { /*124, Undefined */ 0, state_undefined },
3718 { /*125, Undefined */ 0, state_undefined },
3719 { /*126, Undefined */ 0, state_undefined },
3720 { /*127, Undefined */ 0, state_undefined },
3721 /* Big hole ends */
3722 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3723 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3724 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3725 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3726 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3727 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3728 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3729 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3730 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3731 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3732 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3733 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3734 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3735 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3736 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3737 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3738 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3739 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3740 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3741 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3742 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3743 { /*149, Undefined */ 0, state_undefined },
3744 { /*150, Undefined */ 0, state_undefined },
3745 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
3746 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3747 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3748 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
3749 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3750 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3751 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3752 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3753 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3754 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3755 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3756 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3757 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3758 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3759 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3760 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3761 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3762 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3763 { /*169, Undefined */ 0, state_undefined },
3764 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3765 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3766 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3767 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3768 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3769 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3770 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3771 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3772 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3773 { /*177, undefined */ 0, state_undefined },
3774 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3775 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3776 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3777 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3778 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3779 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3780 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3781 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3782 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3783 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3784 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3785 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3786 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3787 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3788 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3789 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3790 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite },
3791 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3792 { /*196, undefined */ 0, state_undefined },
3793 { /*197, undefined */ 0, state_undefined },
3794 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3795 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3796 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3797 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3798 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3799 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3800 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3801 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3802 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3803 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3804 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3805 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3806 /* Texture stage states */
3807 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3808 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3809 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3810 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3811 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3812 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3813 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3814 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3815 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3816 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3817 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3818 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3819 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3820 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3821 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3822 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3823 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3824 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3825 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3826 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3827 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3828 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3829 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3830 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3831 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3832 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3833 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3834 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3835 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3836 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3837 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3838 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3840 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3841 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3842 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3843 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3844 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3845 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3846 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3847 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3848 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3849 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3850 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3851 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3852 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3853 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3854 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3855 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3856 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3857 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3858 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3859 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3860 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3861 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3862 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3863 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3864 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3865 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3866 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3867 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
3868 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3869 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3870 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3871 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3873 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3874 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3875 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3876 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3877 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3878 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3879 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3880 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3881 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3882 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3883 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3884 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3885 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3886 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3887 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3888 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3889 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3890 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3891 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3892 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3893 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3894 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3895 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3896 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3897 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3898 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3899 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3900 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
3901 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3902 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3903 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3904 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3906 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3907 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3908 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3909 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3910 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3911 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3912 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3913 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3914 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3915 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3916 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3917 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3918 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3919 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3920 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3921 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3922 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3923 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3924 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3925 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3926 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3927 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3928 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3929 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3930 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3931 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3932 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3933 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
3934 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3935 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3936 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3937 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3939 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3940 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3941 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3942 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3943 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3944 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3945 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3946 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3947 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3948 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3949 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3950 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3951 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3952 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3953 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3954 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3955 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3956 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3957 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3958 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3959 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3960 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3961 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3962 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3963 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3964 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3965 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3966 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
3967 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3968 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3969 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3970 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3972 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3973 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3974 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3975 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3976 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3977 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3978 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3979 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3980 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3981 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3982 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3983 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3984 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3985 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3986 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3987 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3988 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3989 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3990 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3991 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3992 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3993 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3994 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3995 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3996 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3997 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3998 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3999 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
4000 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4001 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4002 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4003 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4005 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4006 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4007 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4008 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4009 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4010 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4011 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4012 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4013 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4014 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4015 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4016 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4017 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4018 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4019 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4020 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4021 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4022 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4023 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4024 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4025 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4026 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4027 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4028 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4029 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4030 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4031 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4032 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
4033 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4034 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4035 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4036 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4038 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4039 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4040 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4041 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4042 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4043 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4044 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4045 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4046 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4047 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4048 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4049 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4050 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4051 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4052 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4053 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4054 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4055 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4056 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4057 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4058 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4059 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4060 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4061 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4062 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4063 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4064 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4065 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
4066 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4067 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4068 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4069 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4070 /* Sampler states */
4071 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
4072 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
4073 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
4074 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
4075 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
4076 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
4077 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
4078 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
4079 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
4080 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
4081 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
4082 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
4083 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
4084 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
4085 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
4086 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
4087 { /*16, Vertex sampler 0 */ STATE_SAMPLER(16), sampler },
4088 { /*17, Vertex sampler 1 */ STATE_SAMPLER(17), sampler },
4089 { /*18, Vertex sampler 2 */ STATE_SAMPLER(18), sampler },
4090 { /*19, Vertex sampler 3 */ STATE_SAMPLER(19), sampler },
4091 /* Pixel shader */
4092 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
4093 /* Transform states follow */
4094 { /* 1, undefined */ 0, state_undefined },
4095 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
4096 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
4097 { /* 4, undefined */ 0, state_undefined },
4098 { /* 5, undefined */ 0, state_undefined },
4099 { /* 6, undefined */ 0, state_undefined },
4100 { /* 7, undefined */ 0, state_undefined },
4101 { /* 8, undefined */ 0, state_undefined },
4102 { /* 9, undefined */ 0, state_undefined },
4103 { /* 10, undefined */ 0, state_undefined },
4104 { /* 11, undefined */ 0, state_undefined },
4105 { /* 12, undefined */ 0, state_undefined },
4106 { /* 13, undefined */ 0, state_undefined },
4107 { /* 14, undefined */ 0, state_undefined },
4108 { /* 15, undefined */ 0, state_undefined },
4109 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
4110 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4111 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4112 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4113 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4114 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4115 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4116 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4117 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
4118 { /* 24, undefined */ 0, state_undefined },
4119 { /* 25, undefined */ 0, state_undefined },
4120 { /* 26, undefined */ 0, state_undefined },
4121 { /* 27, undefined */ 0, state_undefined },
4122 { /* 28, undefined */ 0, state_undefined },
4123 { /* 29, undefined */ 0, state_undefined },
4124 { /* 30, undefined */ 0, state_undefined },
4125 { /* 31, undefined */ 0, state_undefined },
4126 { /* 32, undefined */ 0, state_undefined },
4127 { /* 33, undefined */ 0, state_undefined },
4128 { /* 34, undefined */ 0, state_undefined },
4129 { /* 35, undefined */ 0, state_undefined },
4130 { /* 36, undefined */ 0, state_undefined },
4131 { /* 37, undefined */ 0, state_undefined },
4132 { /* 38, undefined */ 0, state_undefined },
4133 { /* 39, undefined */ 0, state_undefined },
4134 { /* 40, undefined */ 0, state_undefined },
4135 { /* 41, undefined */ 0, state_undefined },
4136 { /* 42, undefined */ 0, state_undefined },
4137 { /* 43, undefined */ 0, state_undefined },
4138 { /* 44, undefined */ 0, state_undefined },
4139 { /* 45, undefined */ 0, state_undefined },
4140 { /* 46, undefined */ 0, state_undefined },
4141 { /* 47, undefined */ 0, state_undefined },
4142 { /* 48, undefined */ 0, state_undefined },
4143 { /* 49, undefined */ 0, state_undefined },
4144 { /* 50, undefined */ 0, state_undefined },
4145 { /* 51, undefined */ 0, state_undefined },
4146 { /* 52, undefined */ 0, state_undefined },
4147 { /* 53, undefined */ 0, state_undefined },
4148 { /* 54, undefined */ 0, state_undefined },
4149 { /* 55, undefined */ 0, state_undefined },
4150 { /* 56, undefined */ 0, state_undefined },
4151 { /* 57, undefined */ 0, state_undefined },
4152 { /* 58, undefined */ 0, state_undefined },
4153 { /* 59, undefined */ 0, state_undefined },
4154 { /* 60, undefined */ 0, state_undefined },
4155 { /* 61, undefined */ 0, state_undefined },
4156 { /* 62, undefined */ 0, state_undefined },
4157 { /* 63, undefined */ 0, state_undefined },
4158 { /* 64, undefined */ 0, state_undefined },
4159 { /* 65, undefined */ 0, state_undefined },
4160 { /* 66, undefined */ 0, state_undefined },
4161 { /* 67, undefined */ 0, state_undefined },
4162 { /* 68, undefined */ 0, state_undefined },
4163 { /* 69, undefined */ 0, state_undefined },
4164 { /* 70, undefined */ 0, state_undefined },
4165 { /* 71, undefined */ 0, state_undefined },
4166 { /* 72, undefined */ 0, state_undefined },
4167 { /* 73, undefined */ 0, state_undefined },
4168 { /* 74, undefined */ 0, state_undefined },
4169 { /* 75, undefined */ 0, state_undefined },
4170 { /* 76, undefined */ 0, state_undefined },
4171 { /* 77, undefined */ 0, state_undefined },
4172 { /* 78, undefined */ 0, state_undefined },
4173 { /* 79, undefined */ 0, state_undefined },
4174 { /* 80, undefined */ 0, state_undefined },
4175 { /* 81, undefined */ 0, state_undefined },
4176 { /* 82, undefined */ 0, state_undefined },
4177 { /* 83, undefined */ 0, state_undefined },
4178 { /* 84, undefined */ 0, state_undefined },
4179 { /* 85, undefined */ 0, state_undefined },
4180 { /* 86, undefined */ 0, state_undefined },
4181 { /* 87, undefined */ 0, state_undefined },
4182 { /* 88, undefined */ 0, state_undefined },
4183 { /* 89, undefined */ 0, state_undefined },
4184 { /* 90, undefined */ 0, state_undefined },
4185 { /* 91, undefined */ 0, state_undefined },
4186 { /* 92, undefined */ 0, state_undefined },
4187 { /* 93, undefined */ 0, state_undefined },
4188 { /* 94, undefined */ 0, state_undefined },
4189 { /* 95, undefined */ 0, state_undefined },
4190 { /* 96, undefined */ 0, state_undefined },
4191 { /* 97, undefined */ 0, state_undefined },
4192 { /* 98, undefined */ 0, state_undefined },
4193 { /* 99, undefined */ 0, state_undefined },
4194 { /*100, undefined */ 0, state_undefined },
4195 { /*101, undefined */ 0, state_undefined },
4196 { /*102, undefined */ 0, state_undefined },
4197 { /*103, undefined */ 0, state_undefined },
4198 { /*104, undefined */ 0, state_undefined },
4199 { /*105, undefined */ 0, state_undefined },
4200 { /*106, undefined */ 0, state_undefined },
4201 { /*107, undefined */ 0, state_undefined },
4202 { /*108, undefined */ 0, state_undefined },
4203 { /*109, undefined */ 0, state_undefined },
4204 { /*110, undefined */ 0, state_undefined },
4205 { /*111, undefined */ 0, state_undefined },
4206 { /*112, undefined */ 0, state_undefined },
4207 { /*113, undefined */ 0, state_undefined },
4208 { /*114, undefined */ 0, state_undefined },
4209 { /*115, undefined */ 0, state_undefined },
4210 { /*116, undefined */ 0, state_undefined },
4211 { /*117, undefined */ 0, state_undefined },
4212 { /*118, undefined */ 0, state_undefined },
4213 { /*119, undefined */ 0, state_undefined },
4214 { /*120, undefined */ 0, state_undefined },
4215 { /*121, undefined */ 0, state_undefined },
4216 { /*122, undefined */ 0, state_undefined },
4217 { /*123, undefined */ 0, state_undefined },
4218 { /*124, undefined */ 0, state_undefined },
4219 { /*125, undefined */ 0, state_undefined },
4220 { /*126, undefined */ 0, state_undefined },
4221 { /*127, undefined */ 0, state_undefined },
4222 { /*128, undefined */ 0, state_undefined },
4223 { /*129, undefined */ 0, state_undefined },
4224 { /*130, undefined */ 0, state_undefined },
4225 { /*131, undefined */ 0, state_undefined },
4226 { /*132, undefined */ 0, state_undefined },
4227 { /*133, undefined */ 0, state_undefined },
4228 { /*134, undefined */ 0, state_undefined },
4229 { /*135, undefined */ 0, state_undefined },
4230 { /*136, undefined */ 0, state_undefined },
4231 { /*137, undefined */ 0, state_undefined },
4232 { /*138, undefined */ 0, state_undefined },
4233 { /*139, undefined */ 0, state_undefined },
4234 { /*140, undefined */ 0, state_undefined },
4235 { /*141, undefined */ 0, state_undefined },
4236 { /*142, undefined */ 0, state_undefined },
4237 { /*143, undefined */ 0, state_undefined },
4238 { /*144, undefined */ 0, state_undefined },
4239 { /*145, undefined */ 0, state_undefined },
4240 { /*146, undefined */ 0, state_undefined },
4241 { /*147, undefined */ 0, state_undefined },
4242 { /*148, undefined */ 0, state_undefined },
4243 { /*149, undefined */ 0, state_undefined },
4244 { /*150, undefined */ 0, state_undefined },
4245 { /*151, undefined */ 0, state_undefined },
4246 { /*152, undefined */ 0, state_undefined },
4247 { /*153, undefined */ 0, state_undefined },
4248 { /*154, undefined */ 0, state_undefined },
4249 { /*155, undefined */ 0, state_undefined },
4250 { /*156, undefined */ 0, state_undefined },
4251 { /*157, undefined */ 0, state_undefined },
4252 { /*158, undefined */ 0, state_undefined },
4253 { /*159, undefined */ 0, state_undefined },
4254 { /*160, undefined */ 0, state_undefined },
4255 { /*161, undefined */ 0, state_undefined },
4256 { /*162, undefined */ 0, state_undefined },
4257 { /*163, undefined */ 0, state_undefined },
4258 { /*164, undefined */ 0, state_undefined },
4259 { /*165, undefined */ 0, state_undefined },
4260 { /*166, undefined */ 0, state_undefined },
4261 { /*167, undefined */ 0, state_undefined },
4262 { /*168, undefined */ 0, state_undefined },
4263 { /*169, undefined */ 0, state_undefined },
4264 { /*170, undefined */ 0, state_undefined },
4265 { /*171, undefined */ 0, state_undefined },
4266 { /*172, undefined */ 0, state_undefined },
4267 { /*173, undefined */ 0, state_undefined },
4268 { /*174, undefined */ 0, state_undefined },
4269 { /*175, undefined */ 0, state_undefined },
4270 { /*176, undefined */ 0, state_undefined },
4271 { /*177, undefined */ 0, state_undefined },
4272 { /*178, undefined */ 0, state_undefined },
4273 { /*179, undefined */ 0, state_undefined },
4274 { /*180, undefined */ 0, state_undefined },
4275 { /*181, undefined */ 0, state_undefined },
4276 { /*182, undefined */ 0, state_undefined },
4277 { /*183, undefined */ 0, state_undefined },
4278 { /*184, undefined */ 0, state_undefined },
4279 { /*185, undefined */ 0, state_undefined },
4280 { /*186, undefined */ 0, state_undefined },
4281 { /*187, undefined */ 0, state_undefined },
4282 { /*188, undefined */ 0, state_undefined },
4283 { /*189, undefined */ 0, state_undefined },
4284 { /*190, undefined */ 0, state_undefined },
4285 { /*191, undefined */ 0, state_undefined },
4286 { /*192, undefined */ 0, state_undefined },
4287 { /*193, undefined */ 0, state_undefined },
4288 { /*194, undefined */ 0, state_undefined },
4289 { /*195, undefined */ 0, state_undefined },
4290 { /*196, undefined */ 0, state_undefined },
4291 { /*197, undefined */ 0, state_undefined },
4292 { /*198, undefined */ 0, state_undefined },
4293 { /*199, undefined */ 0, state_undefined },
4294 { /*200, undefined */ 0, state_undefined },
4295 { /*201, undefined */ 0, state_undefined },
4296 { /*202, undefined */ 0, state_undefined },
4297 { /*203, undefined */ 0, state_undefined },
4298 { /*204, undefined */ 0, state_undefined },
4299 { /*205, undefined */ 0, state_undefined },
4300 { /*206, undefined */ 0, state_undefined },
4301 { /*207, undefined */ 0, state_undefined },
4302 { /*208, undefined */ 0, state_undefined },
4303 { /*209, undefined */ 0, state_undefined },
4304 { /*210, undefined */ 0, state_undefined },
4305 { /*211, undefined */ 0, state_undefined },
4306 { /*212, undefined */ 0, state_undefined },
4307 { /*213, undefined */ 0, state_undefined },
4308 { /*214, undefined */ 0, state_undefined },
4309 { /*215, undefined */ 0, state_undefined },
4310 { /*216, undefined */ 0, state_undefined },
4311 { /*217, undefined */ 0, state_undefined },
4312 { /*218, undefined */ 0, state_undefined },
4313 { /*219, undefined */ 0, state_undefined },
4314 { /*220, undefined */ 0, state_undefined },
4315 { /*221, undefined */ 0, state_undefined },
4316 { /*222, undefined */ 0, state_undefined },
4317 { /*223, undefined */ 0, state_undefined },
4318 { /*224, undefined */ 0, state_undefined },
4319 { /*225, undefined */ 0, state_undefined },
4320 { /*226, undefined */ 0, state_undefined },
4321 { /*227, undefined */ 0, state_undefined },
4322 { /*228, undefined */ 0, state_undefined },
4323 { /*229, undefined */ 0, state_undefined },
4324 { /*230, undefined */ 0, state_undefined },
4325 { /*231, undefined */ 0, state_undefined },
4326 { /*232, undefined */ 0, state_undefined },
4327 { /*233, undefined */ 0, state_undefined },
4328 { /*234, undefined */ 0, state_undefined },
4329 { /*235, undefined */ 0, state_undefined },
4330 { /*236, undefined */ 0, state_undefined },
4331 { /*237, undefined */ 0, state_undefined },
4332 { /*238, undefined */ 0, state_undefined },
4333 { /*239, undefined */ 0, state_undefined },
4334 { /*240, undefined */ 0, state_undefined },
4335 { /*241, undefined */ 0, state_undefined },
4336 { /*242, undefined */ 0, state_undefined },
4337 { /*243, undefined */ 0, state_undefined },
4338 { /*244, undefined */ 0, state_undefined },
4339 { /*245, undefined */ 0, state_undefined },
4340 { /*246, undefined */ 0, state_undefined },
4341 { /*247, undefined */ 0, state_undefined },
4342 { /*248, undefined */ 0, state_undefined },
4343 { /*249, undefined */ 0, state_undefined },
4344 { /*250, undefined */ 0, state_undefined },
4345 { /*251, undefined */ 0, state_undefined },
4346 { /*252, undefined */ 0, state_undefined },
4347 { /*253, undefined */ 0, state_undefined },
4348 { /*254, undefined */ 0, state_undefined },
4349 { /*255, undefined */ 0, state_undefined },
4350 /* End huge gap */
4351 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4352 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4353 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4354 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4355 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4356 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4357 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4358 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4359 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4360 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4361 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4362 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4363 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4364 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4365 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4366 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4367 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4368 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4369 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4370 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4371 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4372 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4373 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4374 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4375 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4376 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4377 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4378 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4379 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4380 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4381 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4382 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4383 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4384 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4385 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4386 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4387 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4388 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4389 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4390 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4391 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4392 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4393 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4394 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4395 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4396 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4397 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4398 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4399 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4400 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4401 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4402 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4403 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4404 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4405 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4406 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4407 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4408 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4409 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4410 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4411 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4412 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4413 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4414 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4415 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4416 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4417 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4418 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4419 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4420 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4421 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4422 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4423 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4424 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4425 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4426 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4427 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4428 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4429 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4430 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4431 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4432 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4433 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4434 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4435 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4436 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4437 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4438 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4439 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4440 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4441 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4442 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4443 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4444 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4445 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4446 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4447 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4448 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4449 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4450 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4451 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4452 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4453 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4454 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4455 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4456 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4457 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4458 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4459 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4460 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4461 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4462 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4463 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4464 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4465 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4466 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4467 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4468 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4469 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4470 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4471 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4472 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4473 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4474 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4475 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4476 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4477 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4478 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4479 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4480 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4481 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4482 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4483 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4484 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4485 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4486 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4487 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4488 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4489 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4490 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4491 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4492 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4493 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4494 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4495 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4496 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4497 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4498 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4499 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4500 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4501 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4502 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4503 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4504 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4505 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4506 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4507 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4508 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4509 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4510 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4511 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4512 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4513 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4514 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4515 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4516 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4517 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4518 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4519 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4520 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4521 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4522 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4523 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4524 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4525 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4526 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4527 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4528 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4529 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4530 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4531 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4532 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4533 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4534 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4535 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4536 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4537 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4538 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4539 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4540 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4541 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4542 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4543 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4544 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4545 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4546 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4547 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4548 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4549 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4550 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4551 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4552 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4553 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4554 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4555 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4556 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4557 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4558 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4559 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4560 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4561 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4562 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4563 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4564 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4565 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4566 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4567 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4568 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4569 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4570 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4571 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4572 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4573 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4574 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4575 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4576 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4577 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4578 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4579 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4580 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4581 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4582 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4583 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4584 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4585 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4586 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4587 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4588 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4589 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4590 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4591 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4592 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4593 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4594 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4595 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4596 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4597 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4598 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4599 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4600 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4601 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4602 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4603 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4604 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4605 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4606 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4607 /* Various Vertex states follow */
4608 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4609 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4610 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4611 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4612 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4613 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4614 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4615 /* Lights */
4616 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4617 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4618 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4619 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4620 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4621 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4622 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4623 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4625 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4626 /* Clip planes */
4627 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4628 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4629 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4630 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4631 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4632 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4633 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4634 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4635 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4636 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4637 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4638 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4639 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4640 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4641 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4642 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4643 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4644 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4645 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4646 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4647 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4648 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4649 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4650 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4651 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4652 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4653 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4654 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4655 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4656 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4657 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4658 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },
4660 { /* STATE_MATERIAL */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},