push 1251f02bf3949998f05156a60f8708b2ec391462
[wine/hacks.git] / dlls / wined3d / state.c
blob7ec40511ef73242ce85acee2fc1343e764c92081
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 2006-2008 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_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
41 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
42 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
43 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
45 if(STATE_IS_RENDER(state)) {
46 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
47 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
48 } else {
49 /* Shouldn't have an unknown type here */
50 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
54 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
55 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
56 * list without causing confusing terminal output. Deliberately no special debug name here
57 * because its undefined.
59 WARN("undefined state %d\n", state);
62 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
63 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
65 switch(Value) {
66 case WINED3DFILL_POINT:
67 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
68 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
69 break;
70 case WINED3DFILL_WIREFRAME:
71 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
72 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
73 break;
74 case WINED3DFILL_SOLID:
75 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
76 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
77 break;
78 default:
79 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
83 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
84 BOOL transformed;
86 /* Lighting is not enabled if transformed vertices are drawn
87 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
88 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
89 * vertex declaration applying function calls this function for updating
92 if(isStateDirty(context, STATE_VDECL)) {
93 return;
96 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
97 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
98 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
100 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
101 glEnable(GL_LIGHTING);
102 checkGLcall("glEnable GL_LIGHTING");
103 } else {
104 glDisable(GL_LIGHTING);
105 checkGLcall("glDisable GL_LIGHTING");
109 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
110 /* No z test without depth stencil buffers */
111 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
112 TRACE("No Z buffer - disabling depth test\n");
113 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
114 checkGLcall("glDisable GL_DEPTH_TEST");
115 return;
118 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
119 case WINED3DZB_FALSE:
120 glDisable(GL_DEPTH_TEST);
121 checkGLcall("glDisable GL_DEPTH_TEST");
122 break;
123 case WINED3DZB_TRUE:
124 glEnable(GL_DEPTH_TEST);
125 checkGLcall("glEnable GL_DEPTH_TEST");
126 break;
127 case WINED3DZB_USEW:
128 glEnable(GL_DEPTH_TEST);
129 checkGLcall("glEnable GL_DEPTH_TEST");
130 FIXME("W buffer is not well handled\n");
131 break;
132 default:
133 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
137 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
138 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
139 * switch
141 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
142 case WINED3DCULL_NONE:
143 glDisable(GL_CULL_FACE);
144 checkGLcall("glDisable GL_CULL_FACE");
145 break;
146 case WINED3DCULL_CW:
147 glEnable(GL_CULL_FACE);
148 checkGLcall("glEnable GL_CULL_FACE");
149 glCullFace(GL_FRONT);
150 checkGLcall("glCullFace(GL_FRONT)");
151 break;
152 case WINED3DCULL_CCW:
153 glEnable(GL_CULL_FACE);
154 checkGLcall("glEnable GL_CULL_FACE");
155 glCullFace(GL_BACK);
156 checkGLcall("glCullFace(GL_BACK)");
157 break;
158 default:
159 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
163 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
164 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
165 case WINED3DSHADE_FLAT:
166 glShadeModel(GL_FLAT);
167 checkGLcall("glShadeModel(GL_FLAT)");
168 break;
169 case WINED3DSHADE_GOURAUD:
170 glShadeModel(GL_SMOOTH);
171 checkGLcall("glShadeModel(GL_SMOOTH)");
172 break;
173 case WINED3DSHADE_PHONG:
174 FIXME("WINED3DSHADE_PHONG isn't supported\n");
175 break;
176 default:
177 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
181 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
182 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
183 glEnable(GL_DITHER);
184 checkGLcall("glEnable GL_DITHER");
185 } else {
186 glDisable(GL_DITHER);
187 checkGLcall("glDisable GL_DITHER");
191 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
192 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
193 * this has to be merged with ZENABLE and ZFUNC
195 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
196 glDepthMask(1);
197 checkGLcall("glDepthMask(1)");
198 } else {
199 glDepthMask(0);
200 checkGLcall("glDepthMask(0)");
204 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
205 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
207 if(glParm) {
208 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
209 static BOOL once = FALSE;
210 /* There are a few issues with this: First, our inability to
211 * select a proper Z depth, most of the time we're stuck with
212 * D24S8, even if the app selects D32 or D16. There seem to be
213 * some other precision problems which have to be debugged to
214 * make NOTEQUAL and EQUAL work properly
216 if(!once) {
217 once = TRUE;
218 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
222 glDepthFunc(glParm);
223 checkGLcall("glDepthFunc");
227 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
228 float col[4];
229 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
231 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
232 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
233 checkGLcall("glLightModel for MODEL_AMBIENT");
236 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
237 int srcBlend = GL_ZERO;
238 int dstBlend = GL_ZERO;
239 const StaticPixelFormatDesc *rtFormat;
240 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
242 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
243 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
244 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
245 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
246 const GlPixelFormatDesc *glDesc;
247 getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
249 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
250 * The d3d9 visual test confirms the behavior. */
251 if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
252 glDisable(GL_BLEND);
253 checkGLcall("glDisable GL_BLEND");
254 return;
255 } else {
256 glEnable(GL_BLEND);
257 checkGLcall("glEnable GL_BLEND");
259 } else {
260 glDisable(GL_BLEND);
261 checkGLcall("glDisable GL_BLEND");
262 /* Nothing more to do - get out */
263 return;
266 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
267 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
268 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
269 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
270 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
271 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
272 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
273 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
274 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
276 /* To compensate the lack of format switching with backbuffer offscreen rendering,
277 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
278 * if the render target doesn't support alpha blending. A nonexistent alpha channel
279 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
281 case WINED3DBLEND_DESTALPHA :
282 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
283 dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
284 break;
285 case WINED3DBLEND_INVDESTALPHA :
286 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
287 dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
288 break;
290 case WINED3DBLEND_SRCALPHASAT :
291 dstBlend = GL_SRC_ALPHA_SATURATE;
292 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
293 break;
295 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
296 * values which are still valid up to d3d9. They should not occur as dest blend values
298 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
299 srcBlend = GL_SRC_ALPHA;
300 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
301 break;
303 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
304 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
305 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
306 break;
308 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
309 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
310 default:
311 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
314 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
315 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
316 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
317 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
318 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
319 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
320 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
321 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
322 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
323 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
325 case WINED3DBLEND_DESTALPHA :
326 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
327 srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
328 break;
329 case WINED3DBLEND_INVDESTALPHA :
330 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
331 srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
332 break;
334 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
335 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
336 break;
338 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
339 dstBlend = GL_SRC_ALPHA;
340 break;
342 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
343 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
344 default:
345 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
348 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
349 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
350 glEnable(GL_LINE_SMOOTH);
351 checkGLcall("glEnable(GL_LINE_SMOOTH)");
352 if(srcBlend != GL_SRC_ALPHA) {
353 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
355 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
356 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
358 } else {
359 glDisable(GL_LINE_SMOOTH);
360 checkGLcall("glDisable(GL_LINE_SMOOTH)");
363 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
364 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
365 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
368 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
369 int srcBlendAlpha = GL_ZERO;
370 int dstBlendAlpha = GL_ZERO;
372 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
373 if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
374 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
375 return;
378 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
379 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
380 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
381 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
382 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
383 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
384 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
385 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
386 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
387 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
388 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
389 case WINED3DBLEND_SRCALPHASAT :
390 dstBlend = GL_SRC_ALPHA_SATURATE;
391 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
392 break;
393 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
394 * values which are still valid up to d3d9. They should not occur as dest blend values
396 case WINED3DBLEND_BOTHSRCALPHA :
397 dstBlendAlpha = GL_SRC_ALPHA;
398 srcBlendAlpha = GL_SRC_ALPHA;
399 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
400 break;
401 case WINED3DBLEND_BOTHINVSRCALPHA :
402 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
403 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
404 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
405 break;
406 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
407 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
408 default:
409 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
412 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
413 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
414 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
415 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
416 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
417 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
418 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
419 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
420 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
421 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
422 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
423 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
424 case WINED3DBLEND_BOTHSRCALPHA :
425 srcBlendAlpha = GL_SRC_ALPHA;
426 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
427 break;
428 case WINED3DBLEND_BOTHINVSRCALPHA :
429 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
430 dstBlendAlpha = GL_SRC_ALPHA;
431 break;
432 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
433 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
434 default:
435 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
438 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
439 checkGLcall("glBlendFuncSeparateEXT");
440 } else {
441 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
442 glBlendFunc(srcBlend, dstBlend);
443 checkGLcall("glBlendFunc");
446 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
447 so it may need updating */
448 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
449 const struct StateEntry *StateTable = stateblock->wineD3DDevice->shader_backend->StateTable;
450 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
454 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
455 float col[4];
457 if(!GL_SUPPORT(EXT_BLEND_COLOR)) {
458 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
459 return;
462 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
463 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
464 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
465 checkGLcall("glBlendColor");
468 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
469 int glParm = 0;
470 float ref;
471 BOOL enable_ckey = FALSE;
473 IWineD3DSurfaceImpl *surf;
475 /* Find out if the texture on the first stage has a ckey set
476 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
477 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
478 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
479 * in case it finds some texture+colorkeyenable combination which needs extra care.
481 if(stateblock->textures[0] && (
482 stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
483 stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
484 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
486 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
487 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
488 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
489 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
490 * surface has alpha bits
492 if(fmt->alphaMask == 0x00000000) {
493 enable_ckey = TRUE;
498 if(enable_ckey || context->last_was_ckey) {
499 const struct StateEntry *StateTable = stateblock->wineD3DDevice->shader_backend->StateTable;
500 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
502 context->last_was_ckey = enable_ckey;
504 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
505 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
506 glEnable(GL_ALPHA_TEST);
507 checkGLcall("glEnable GL_ALPHA_TEST");
508 } else {
509 glDisable(GL_ALPHA_TEST);
510 checkGLcall("glDisable GL_ALPHA_TEST");
511 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
512 * enable call
514 return;
517 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
518 glParm = GL_NOTEQUAL;
519 ref = 0.0;
520 } else {
521 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
522 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
524 if(glParm) {
525 glAlphaFunc(glParm, ref);
526 checkGLcall("glAlphaFunc");
530 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
531 DWORD enable = 0xFFFFFFFF;
532 DWORD disable = 0x00000000;
534 if (use_vs(stateblock->wineD3DDevice)) {
535 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
536 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
537 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
538 * of that - don't do anything here and keep them disabled
540 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
541 static BOOL warned = FALSE;
542 if(!warned) {
543 FIXME("Clipping not supported with vertex shaders\n");
544 warned = TRUE;
547 return;
550 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
551 * of already set values
554 /* If enabling / disabling all
555 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
557 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
558 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
559 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
560 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
561 glDisable(GL_DEPTH_CLAMP_NV);
562 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
564 } else {
565 disable = 0xffffffff;
566 enable = 0x00;
567 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
568 glEnable(GL_DEPTH_CLAMP_NV);
569 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
573 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
574 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
575 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
576 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
577 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
578 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
580 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
581 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
582 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
583 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
584 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
585 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
587 /** update clipping status */
588 if (enable) {
589 stateblock->clip_status.ClipUnion = 0;
590 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
591 } else {
592 stateblock->clip_status.ClipUnion = 0;
593 stateblock->clip_status.ClipIntersection = 0;
597 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
598 int blendEquation = GL_FUNC_ADD;
599 int blendEquationAlpha = GL_FUNC_ADD;
601 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
602 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
603 return;
606 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
607 if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
608 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
609 return;
612 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
613 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
614 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
615 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
616 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
617 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
618 default:
619 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
622 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
623 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
624 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
625 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
626 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
627 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
628 default:
629 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
632 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
633 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
634 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
635 checkGLcall("glBlendEquationSeparateEXT");
636 } else {
637 TRACE("glBlendEquation(%x)\n", blendEquation);
638 GL_EXTCALL(glBlendEquationEXT(blendEquation));
639 checkGLcall("glBlendEquation");
643 static void
644 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
645 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
646 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
647 * specular color. This is wrong:
648 * Separate specular color means the specular colour is maintained separately, whereas
649 * single color means it is merged in. However in both cases they are being used to
650 * some extent.
651 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
652 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
653 * running 1.4 yet!
656 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
657 * Instead, we need to setup the FinalCombiner properly.
659 * The default setup for the FinalCombiner is:
661 * <variable> <input> <mapping> <usage>
662 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
663 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
664 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
665 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
666 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
667 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
668 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
670 * That's pretty much fine as it is, except for variable B, which needs to take
671 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
672 * whether WINED3DRS_SPECULARENABLE is enabled or not.
675 TRACE("Setting specular enable state and materials\n");
676 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
677 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
678 checkGLcall("glMaterialfv");
680 if(stateblock->material.Power > GL_LIMITS(shininess)) {
681 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
682 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
683 * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
684 * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
685 * them, it should be safe to do so without major visual dissortions.
687 WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
688 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
689 } else {
690 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
692 checkGLcall("glMaterialf(GL_SHININESS)");
694 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
695 glEnable(GL_COLOR_SUM_EXT);
696 } else {
697 TRACE("Specular colors cannot be enabled in this version of opengl\n");
699 checkGLcall("glEnable(GL_COLOR_SUM)");
701 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
702 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
703 checkGLcall("glFinalCombinerInputNV()");
705 } else {
706 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
708 /* for the case of enabled lighting: */
709 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
710 checkGLcall("glMaterialfv");
712 /* for the case of disabled lighting: */
713 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
714 glDisable(GL_COLOR_SUM_EXT);
715 } else {
716 TRACE("Specular colors cannot be disabled in this version of opengl\n");
718 checkGLcall("glDisable(GL_COLOR_SUM)");
720 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
721 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
722 checkGLcall("glFinalCombinerInputNV()");
726 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
727 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
728 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
729 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
730 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
731 stateblock->material.Specular.b, stateblock->material.Specular.a);
732 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
733 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
735 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
736 checkGLcall("glMaterialfv(GL_AMBIENT)");
737 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
738 checkGLcall("glMaterialfv(GL_DIFFUSE)");
739 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
740 checkGLcall("glMaterialfv(GL_EMISSION)");
743 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
744 unsigned int i;
746 /* Note the texture color applies to all textures whereas
747 * GL_TEXTURE_ENV_COLOR applies to active only
749 float col[4];
750 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
752 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
753 /* And now the default texture color as well */
754 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
755 /* Note the WINED3DRS value applies to all textures, but GL has one
756 * per texture, so apply it now ready to be used!
758 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
759 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
760 checkGLcall("glActiveTextureARB");
761 } else if (i>0) {
762 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
765 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
766 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
768 } else {
769 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
773 static void
774 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
775 #if 0 /* Don't use OpenGL 2.0 calls for now */
776 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
777 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
778 checkGLcall("glStencilFuncSeparate(...)");
779 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
780 checkGLcall("glStencilOpSeparate(...)");
782 else
783 #endif
784 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
785 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
786 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
787 GL_EXTCALL(glActiveStencilFaceEXT(face));
788 checkGLcall("glActiveStencilFaceEXT(...)");
789 glStencilFunc(func, ref, mask);
790 checkGLcall("glStencilFunc(...)");
791 glStencilOp(stencilFail, depthFail, stencilPass);
792 checkGLcall("glStencilOp(...)");
793 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
794 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
795 checkGLcall("glStencilFuncSeparateATI(...)");
796 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
797 checkGLcall("glStencilOpSeparateATI(...)");
798 } else {
799 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
803 static void
804 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
805 DWORD onesided_enable = FALSE;
806 DWORD twosided_enable = FALSE;
807 GLint func = GL_ALWAYS;
808 GLint func_ccw = GL_ALWAYS;
809 GLint ref = 0;
810 GLuint mask = 0;
811 GLint stencilFail = GL_KEEP;
812 GLint depthFail = GL_KEEP;
813 GLint stencilPass = GL_KEEP;
814 GLint stencilFail_ccw = GL_KEEP;
815 GLint depthFail_ccw = GL_KEEP;
816 GLint stencilPass_ccw = GL_KEEP;
818 /* No stencil test without a stencil buffer */
819 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
820 glDisable(GL_STENCIL_TEST);
821 checkGLcall("glDisable GL_STENCIL_TEST");
822 return;
825 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
826 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
827 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
828 func = GL_ALWAYS;
829 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
830 func_ccw = GL_ALWAYS;
831 ref = stateblock->renderState[WINED3DRS_STENCILREF];
832 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
833 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
834 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
835 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
836 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
837 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
838 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
840 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
841 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
842 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
843 onesided_enable, twosided_enable, ref, mask,
844 func, stencilFail, depthFail, stencilPass,
845 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
847 if (twosided_enable && onesided_enable) {
848 glEnable(GL_STENCIL_TEST);
849 checkGLcall("glEnable GL_STENCIL_TEST");
851 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
852 * which has an effect on the code below too. If we apply the front face
853 * afterwards, we are sure that the active stencil face is set to front,
854 * and other stencil functions which do not use two sided stencil do not have
855 * to set it back
857 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
858 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
859 } else if(onesided_enable) {
860 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
861 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
862 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
865 glEnable(GL_STENCIL_TEST);
866 checkGLcall("glEnable GL_STENCIL_TEST");
867 glStencilFunc(func, ref, mask);
868 checkGLcall("glStencilFunc(...)");
869 glStencilOp(stencilFail, depthFail, stencilPass);
870 checkGLcall("glStencilOp(...)");
871 } else {
872 glDisable(GL_STENCIL_TEST);
873 checkGLcall("glDisable GL_STENCIL_TEST");
877 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
878 DWORD mask;
880 if(stateblock->wineD3DDevice->stencilBufferTarget) {
881 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
882 } else {
883 mask = 0;
886 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
887 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
888 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
889 glStencilMask(mask);
890 checkGLcall("glStencilMask");
891 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
892 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
893 glStencilMask(mask);
894 } else {
895 glStencilMask(mask);
897 checkGLcall("glStencilMask");
900 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
901 /* TODO: Put this into the vertex type block once that is in the state table */
902 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
903 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
904 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
905 float fogstart, fogend;
907 union {
908 DWORD d;
909 float f;
910 } tmpvalue;
912 if (!fogenable) {
913 /* No fog? Disable it, and we're done :-) */
914 glDisable(GL_FOG);
915 checkGLcall("glDisable GL_FOG");
916 if( use_ps(stateblock->wineD3DDevice)
917 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
918 /* disable fog in the pixel shader
919 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
920 * -1/(e-s) and e/(e-s) respectively.
922 glFogf(GL_FOG_START, 0.0f);
923 checkGLcall("glFogf(GL_FOG_START, fogstart)");
924 glFogf(GL_FOG_END, 1.0f);
925 checkGLcall("glFogf(GL_FOG_END, fogend)");
927 return;
930 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
931 fogstart = tmpvalue.f;
932 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
933 fogend = tmpvalue.f;
935 /* Fog Rules:
937 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
938 * It can use the Z value of the vertex, or the alpha component of the specular color.
939 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
940 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
941 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
943 * FOGTABLEMODE != NONE:
944 * The Z value is used, with the equation specified, no matter what vertex type.
946 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
947 * Per vertex fog is calculated using the specified fog equation and the parameters
949 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
950 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
951 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
954 * Rules for vertex fog with shaders:
956 * When mixing fixed function functionality with the programmable pipeline, D3D expects
957 * the fog computation to happen during transformation while openGL expects it to happen
958 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
959 * the pixel shader while openGL always expects the pixel shader to handle the blending.
960 * To solve this problem, WineD3D does:
961 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
962 * shader,
963 * and 2) disables the fog computation (in either the fixed function or programmable
964 * rasterizer) if using a vertex program.
967 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
968 * without shaders).
971 if( is_ps3 ) {
972 if( !use_vs(stateblock->wineD3DDevice)
973 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
974 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
978 if (use_vs(stateblock->wineD3DDevice)
979 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
980 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
981 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
982 /* Disable fog */
983 fogenable = FALSE;
984 } else {
985 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
986 glFogi(GL_FOG_MODE, GL_LINEAR);
987 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
988 fogstart = 1.0;
989 fogend = 0.0;
992 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
993 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
994 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
995 context->fog_coord = FALSE;
997 context->last_was_foggy_shader = TRUE;
999 else if( use_ps(stateblock->wineD3DDevice) ) {
1000 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1001 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
1003 WINED3DFOGMODE mode;
1004 context->last_was_foggy_shader = FALSE;
1006 /* If both fogmodes are set use the table fog mode */
1007 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1008 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
1009 else
1010 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
1012 switch (mode) {
1013 case WINED3DFOG_EXP:
1014 case WINED3DFOG_EXP2:
1015 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
1016 /* Disable fog */
1017 fogenable = FALSE;
1018 break;
1020 case WINED3DFOG_LINEAR:
1021 fogstart = -1.0f/(fogend-fogstart);
1022 fogend *= -fogstart;
1023 break;
1025 case WINED3DFOG_NONE:
1026 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
1027 /* Disable fog */
1028 fogenable = FALSE;
1029 break;
1030 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1033 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1034 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1035 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1036 context->fog_coord = FALSE;
1039 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1040 * the system will apply only pixel(=table) fog effects."
1042 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1043 glHint(GL_FOG_HINT, GL_FASTEST);
1044 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
1045 context->last_was_foggy_shader = FALSE;
1047 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1048 /* If processed vertices are used, fall through to the NONE case */
1049 case WINED3DFOG_EXP: {
1050 if(!context->last_was_rhw) {
1051 glFogi(GL_FOG_MODE, GL_EXP);
1052 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1053 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1054 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1055 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1056 context->fog_coord = FALSE;
1058 break;
1061 case WINED3DFOG_EXP2: {
1062 if(!context->last_was_rhw) {
1063 glFogi(GL_FOG_MODE, GL_EXP2);
1064 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1065 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1066 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1067 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1068 context->fog_coord = FALSE;
1070 break;
1073 case WINED3DFOG_LINEAR: {
1074 if(!context->last_was_rhw) {
1075 glFogi(GL_FOG_MODE, GL_LINEAR);
1076 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1077 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1078 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1079 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1080 context->fog_coord = FALSE;
1082 break;
1085 case WINED3DFOG_NONE: {
1086 /* Both are none? According to msdn the alpha channel of the specular
1087 * color contains a fog factor. Set it in drawStridedSlow.
1088 * Same happens with Vertexfog on transformed vertices
1090 if(GL_SUPPORT(EXT_FOG_COORD)) {
1091 if(context->fog_coord == FALSE) {
1092 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1093 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1094 context->fog_coord = TRUE;
1096 glFogi(GL_FOG_MODE, GL_LINEAR);
1097 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1098 fogstart = 0xff;
1099 fogend = 0x0;
1100 } else {
1101 /* Disable GL fog, handle this in software in drawStridedSlow */
1102 fogenable = FALSE;
1104 break;
1106 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1108 } else {
1109 glHint(GL_FOG_HINT, GL_NICEST);
1110 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
1111 context->last_was_foggy_shader = FALSE;
1113 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1114 case WINED3DFOG_EXP:
1115 glFogi(GL_FOG_MODE, GL_EXP);
1116 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1117 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1118 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1119 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1120 context->fog_coord = FALSE;
1122 break;
1124 case WINED3DFOG_EXP2:
1125 glFogi(GL_FOG_MODE, GL_EXP2);
1126 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1127 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1128 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1129 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1130 context->fog_coord = FALSE;
1132 break;
1134 case WINED3DFOG_LINEAR:
1135 glFogi(GL_FOG_MODE, GL_LINEAR);
1136 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1137 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1138 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1139 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1140 context->fog_coord = FALSE;
1142 break;
1144 case WINED3DFOG_NONE: /* Won't happen */
1145 default:
1146 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1150 if(fogenable) {
1151 glEnable(GL_FOG);
1152 checkGLcall("glEnable GL_FOG");
1154 if(fogstart != fogend)
1156 glFogfv(GL_FOG_START, &fogstart);
1157 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1158 TRACE("Fog Start == %f\n", fogstart);
1160 glFogfv(GL_FOG_END, &fogend);
1161 checkGLcall("glFogf(GL_FOG_END, fogend)");
1162 TRACE("Fog End == %f\n", fogend);
1164 else
1166 glFogf(GL_FOG_START, -1.0 / 0.0);
1167 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1168 TRACE("Fog Start == %f\n", fogstart);
1170 glFogf(GL_FOG_END, 0.0);
1171 checkGLcall("glFogf(GL_FOG_END, fogend)");
1172 TRACE("Fog End == %f\n", fogend);
1174 } else {
1175 glDisable(GL_FOG);
1176 checkGLcall("glDisable GL_FOG");
1177 if( use_ps(stateblock->wineD3DDevice) ) {
1178 /* disable fog in the pixel shader
1179 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1180 * -1/(e-s) and e/(e-s) respectively.
1182 glFogf(GL_FOG_START, 0.0f);
1183 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1184 glFogf(GL_FOG_END, 1.0f);
1185 checkGLcall("glFogf(GL_FOG_END, fogend)");
1190 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1191 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1192 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1193 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1194 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1195 } else {
1196 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1198 } else {
1199 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1200 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1201 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1206 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1207 float col[4];
1208 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1209 glFogfv(GL_FOG_COLOR, &col[0]);
1210 checkGLcall("glFog GL_FOG_COLOR");
1213 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1214 union {
1215 DWORD d;
1216 float f;
1217 } tmpvalue;
1218 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1219 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1220 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1223 /* TODO: Merge with primitive type + init_materials()!! */
1224 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1225 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1226 GLenum Parm = 0;
1227 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1228 BOOL isDiffuseSupplied;
1230 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1231 * The vertex declaration will call this function if the fixed function pipeline is used.
1234 if(isStateDirty(context, STATE_VDECL)) {
1235 return;
1238 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1240 context->num_untracked_materials = 0;
1241 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1242 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1243 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1244 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1245 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1246 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1248 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1249 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1250 Parm = GL_AMBIENT_AND_DIFFUSE;
1251 } else {
1252 Parm = GL_DIFFUSE;
1254 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1255 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1256 context->num_untracked_materials++;
1258 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1259 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1260 context->num_untracked_materials++;
1262 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1263 Parm = GL_AMBIENT;
1264 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1265 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1266 context->num_untracked_materials++;
1268 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1269 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1270 context->num_untracked_materials++;
1272 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1273 Parm = GL_EMISSION;
1274 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1275 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1276 context->num_untracked_materials++;
1278 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1279 Parm = GL_SPECULAR;
1283 /* Nothing changed, return. */
1284 if (Parm == context->tracking_parm) return;
1286 if(!Parm) {
1287 glDisable(GL_COLOR_MATERIAL);
1288 checkGLcall("glDisable GL_COLOR_MATERIAL");
1289 } else {
1290 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1291 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1292 glEnable(GL_COLOR_MATERIAL);
1293 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1296 /* Apparently calls to glMaterialfv are ignored for properties we're
1297 * tracking with glColorMaterial, so apply those here. */
1298 switch (context->tracking_parm) {
1299 case GL_AMBIENT_AND_DIFFUSE:
1300 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1301 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1302 checkGLcall("glMaterialfv");
1303 break;
1305 case GL_DIFFUSE:
1306 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1307 checkGLcall("glMaterialfv");
1308 break;
1310 case GL_AMBIENT:
1311 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1312 checkGLcall("glMaterialfv");
1313 break;
1315 case GL_EMISSION:
1316 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1317 checkGLcall("glMaterialfv");
1318 break;
1320 case GL_SPECULAR:
1321 /* Only change material color if specular is enabled, otherwise it is set to black */
1322 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1323 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1324 checkGLcall("glMaterialfv");
1325 } else {
1326 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1327 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1328 checkGLcall("glMaterialfv");
1330 break;
1333 context->tracking_parm = Parm;
1336 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1337 union {
1338 DWORD d;
1339 WINED3DLINEPATTERN lp;
1340 } tmppattern;
1341 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1343 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1345 if (tmppattern.lp.wRepeatFactor) {
1346 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1347 checkGLcall("glLineStipple(repeat, linepattern)");
1348 glEnable(GL_LINE_STIPPLE);
1349 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1350 } else {
1351 glDisable(GL_LINE_STIPPLE);
1352 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1356 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1357 union {
1358 DWORD d;
1359 float f;
1360 } tmpvalue;
1362 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1363 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1364 TRACE("ZBias value %f\n", tmpvalue.f);
1365 glPolygonOffset(0, -tmpvalue.f);
1366 checkGLcall("glPolygonOffset(0, -Value)");
1367 glEnable(GL_POLYGON_OFFSET_FILL);
1368 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1369 glEnable(GL_POLYGON_OFFSET_LINE);
1370 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1371 glEnable(GL_POLYGON_OFFSET_POINT);
1372 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1373 } else {
1374 glDisable(GL_POLYGON_OFFSET_FILL);
1375 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1376 glDisable(GL_POLYGON_OFFSET_LINE);
1377 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1378 glDisable(GL_POLYGON_OFFSET_POINT);
1379 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1384 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1385 if(isStateDirty(context, STATE_VDECL)) {
1386 return;
1388 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1389 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1390 * by zero and is not properly defined in opengl, so avoid it
1392 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1393 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1394 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1395 glEnable(GL_NORMALIZE);
1396 checkGLcall("glEnable(GL_NORMALIZE);");
1397 } else {
1398 glDisable(GL_NORMALIZE);
1399 checkGLcall("glDisable(GL_NORMALIZE);");
1403 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1404 union {
1405 DWORD d;
1406 float f;
1407 } tmpvalue;
1409 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1410 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1411 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1412 checkGLcall("glPointParameterfARB(...)");
1414 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1415 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1416 checkGLcall("glPointParameterfEXT(...)");
1417 } else if(tmpvalue.f != 1.0) {
1418 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1422 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1423 union {
1424 DWORD d;
1425 float f;
1426 } tmpvalue;
1428 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1429 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1430 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1431 checkGLcall("glPointParameterfARB(...)");
1433 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1434 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1435 checkGLcall("glPointParameterfEXT(...)");
1436 } else if(tmpvalue.f != 64.0) {
1437 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1441 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1442 /* TODO: Group this with the viewport */
1444 * POINTSCALEENABLE controls how point size value is treated. If set to
1445 * true, the point size is scaled with respect to height of viewport.
1446 * When set to false point size is in pixels.
1449 /* Default values */
1450 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1451 union {
1452 DWORD d;
1453 float f;
1454 } pointSize, A, B, C;
1456 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1457 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1458 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1459 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1461 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1462 GLfloat scaleFactor;
1463 float h = stateblock->viewport.Height;
1465 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1467 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1468 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1469 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1470 * are less than 1.0f. scale_factor = 1.0f / point_size.
1472 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1473 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1474 * is 1.0, but then accepts points below that and draws too small points
1476 pointSize.f = GL_LIMITS(pointsizemin);
1477 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1478 /* gl already scales the input to glPointSize,
1479 * d3d scales the result after the point size scale.
1480 * If the point size is bigger than the max size, use the
1481 * scaling to scale it bigger, and set the gl point size to max
1483 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1484 TRACE("scale: %f\n", scaleFactor);
1485 pointSize.f = GL_LIMITS(pointsize);
1486 } else {
1487 scaleFactor = 1.0f;
1489 scaleFactor = pow(h * scaleFactor, 2);
1491 att[0] = A.f / scaleFactor;
1492 att[1] = B.f / scaleFactor;
1493 att[2] = C.f / scaleFactor;
1496 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1497 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1498 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1500 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1501 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1502 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1503 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1504 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1507 glPointSize(pointSize.f);
1508 checkGLcall("glPointSize(...);");
1511 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1512 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1514 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1515 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1516 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1517 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1518 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1519 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1520 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1521 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1522 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1523 checkGLcall("glColorMask(...)");
1525 /* depends on WINED3DRS_COLORWRITEENABLE. */
1526 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1527 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1528 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1529 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1530 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1531 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1532 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1536 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1537 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1538 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1539 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1540 } else {
1541 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1542 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1546 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1547 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1548 TRACE("Last Pixel Drawing Enabled\n");
1549 } else {
1550 static BOOL first = TRUE;
1551 if(first) {
1552 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1553 first = FALSE;
1554 } else {
1555 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1560 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1561 /* TODO: NV_POINT_SPRITE */
1562 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1563 TRACE("Point sprites not supported\n");
1564 return;
1567 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1568 glEnable(GL_POINT_SPRITE_ARB);
1569 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1570 } else {
1571 glDisable(GL_POINT_SPRITE_ARB);
1572 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1576 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1578 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1579 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1580 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1581 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1583 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1585 TRACE("Stub\n");
1586 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1587 stateblock->renderState[WINED3DRS_WRAP1] ||
1588 stateblock->renderState[WINED3DRS_WRAP2] ||
1589 stateblock->renderState[WINED3DRS_WRAP3] ||
1590 stateblock->renderState[WINED3DRS_WRAP4] ||
1591 stateblock->renderState[WINED3DRS_WRAP5] ||
1592 stateblock->renderState[WINED3DRS_WRAP6] ||
1593 stateblock->renderState[WINED3DRS_WRAP7] ||
1594 stateblock->renderState[WINED3DRS_WRAP8] ||
1595 stateblock->renderState[WINED3DRS_WRAP9] ||
1596 stateblock->renderState[WINED3DRS_WRAP10] ||
1597 stateblock->renderState[WINED3DRS_WRAP11] ||
1598 stateblock->renderState[WINED3DRS_WRAP12] ||
1599 stateblock->renderState[WINED3DRS_WRAP13] ||
1600 stateblock->renderState[WINED3DRS_WRAP14] ||
1601 stateblock->renderState[WINED3DRS_WRAP15] ) {
1602 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1606 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1607 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1608 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1609 glEnable(GL_MULTISAMPLE_ARB);
1610 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1611 } else {
1612 glDisable(GL_MULTISAMPLE_ARB);
1613 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1615 } else {
1616 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1617 WARN("Multisample antialiasing not supported by gl\n");
1622 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1623 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1624 glEnable(GL_SCISSOR_TEST);
1625 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1626 } else {
1627 glDisable(GL_SCISSOR_TEST);
1628 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1632 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1633 union {
1634 DWORD d;
1635 float f;
1636 } tmpvalue;
1638 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1639 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1640 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1641 glEnable(GL_POLYGON_OFFSET_FILL);
1642 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1643 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1644 checkGLcall("glPolygonOffset(...)");
1645 } else {
1646 glDisable(GL_POLYGON_OFFSET_FILL);
1647 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1651 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1652 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1653 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1654 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1655 } else {
1656 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1657 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1661 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1662 TRACE("Stub\n");
1663 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1664 FIXME(" Stippled Alpha not supported yet.\n");
1667 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1668 TRACE("Stub\n");
1669 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1670 FIXME(" Antialias not supported yet.\n");
1673 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1674 TRACE("Stub\n");
1675 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1676 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1679 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1680 TRACE("Stub\n");
1681 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1682 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1685 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1686 union {
1687 DWORD d;
1688 float f;
1689 } tmpvalue;
1690 tmpvalue.f = 1.0f;
1692 TRACE("Stub\n");
1693 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1695 static BOOL displayed = FALSE;
1697 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1698 if(!displayed)
1699 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1701 displayed = TRUE;
1705 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1706 TRACE("Stub\n");
1707 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1708 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1711 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1712 TRACE("Stub\n");
1713 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1714 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1717 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1718 TRACE("Stub\n");
1719 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1720 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1723 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1724 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1725 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1729 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1730 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1731 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1735 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1736 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1737 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1741 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1742 if(stateblock->renderState[WINED3DRS_ROP2]) {
1743 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1747 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1748 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1749 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1753 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1754 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1755 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1759 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1760 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1761 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1765 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1766 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1767 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1771 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1772 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1773 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1777 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1778 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1779 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1783 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1784 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1785 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1789 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1790 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1791 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1795 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1796 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1797 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1801 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1802 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1803 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1807 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1808 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1809 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1813 /* Activates the texture dimension according to the bound D3D texture.
1814 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1815 * Requires the caller to activate the correct unit before
1817 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1818 BOOL bumpmap = FALSE;
1820 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1821 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1822 bumpmap = TRUE;
1823 context->texShaderBumpMap |= (1 << stage);
1824 } else {
1825 context->texShaderBumpMap &= ~(1 << stage);
1828 if(stateblock->textures[stage]) {
1829 switch(stateblock->textureDimensions[stage]) {
1830 case GL_TEXTURE_2D:
1831 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1832 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1833 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
1834 } else {
1835 glDisable(GL_TEXTURE_3D);
1836 checkGLcall("glDisable(GL_TEXTURE_3D)");
1837 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1838 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1839 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1841 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1842 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1843 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1845 glEnable(GL_TEXTURE_2D);
1846 checkGLcall("glEnable(GL_TEXTURE_2D)");
1848 break;
1849 case GL_TEXTURE_RECTANGLE_ARB:
1850 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1851 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
1852 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
1853 } else {
1854 glDisable(GL_TEXTURE_2D);
1855 checkGLcall("glDisable(GL_TEXTURE_2D)");
1856 glDisable(GL_TEXTURE_3D);
1857 checkGLcall("glDisable(GL_TEXTURE_3D)");
1858 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1859 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1860 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1862 glEnable(GL_TEXTURE_RECTANGLE_ARB);
1863 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
1865 break;
1866 case GL_TEXTURE_3D:
1867 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1868 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1869 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
1870 } else {
1871 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1872 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1873 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1875 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1876 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1877 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1879 glDisable(GL_TEXTURE_2D);
1880 checkGLcall("glDisable(GL_TEXTURE_2D)");
1881 glEnable(GL_TEXTURE_3D);
1882 checkGLcall("glEnable(GL_TEXTURE_3D)");
1884 break;
1885 case GL_TEXTURE_CUBE_MAP_ARB:
1886 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1887 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1888 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
1889 } else {
1890 glDisable(GL_TEXTURE_2D);
1891 checkGLcall("glDisable(GL_TEXTURE_2D)");
1892 glDisable(GL_TEXTURE_3D);
1893 checkGLcall("glDisable(GL_TEXTURE_3D)");
1894 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1895 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1896 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1898 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1899 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1901 break;
1903 } else {
1904 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1905 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1906 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
1907 } else {
1908 glEnable(GL_TEXTURE_2D);
1909 checkGLcall("glEnable(GL_TEXTURE_2D)");
1910 glDisable(GL_TEXTURE_3D);
1911 checkGLcall("glDisable(GL_TEXTURE_3D)");
1912 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1913 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1914 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1916 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1917 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1918 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1920 /* Binding textures is done by samplers. A dummy texture will be bound */
1925 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1926 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1927 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1928 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1930 TRACE("Setting color op for stage %d\n", stage);
1932 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1933 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1934 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1935 return;
1938 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1940 if (mapped_stage != -1) {
1941 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1942 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1943 FIXME("Attempt to enable unsupported stage!\n");
1944 return;
1946 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1947 checkGLcall("glActiveTextureARB");
1948 } else if (stage > 0) {
1949 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1950 return;
1954 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1955 if(stateblock->lowest_disabled_stage > 0) {
1956 glEnable(GL_REGISTER_COMBINERS_NV);
1957 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1958 } else {
1959 glDisable(GL_REGISTER_COMBINERS_NV);
1962 if(stage >= stateblock->lowest_disabled_stage) {
1963 TRACE("Stage disabled\n");
1964 if (mapped_stage != -1) {
1965 /* Disable everything here */
1966 glDisable(GL_TEXTURE_2D);
1967 checkGLcall("glDisable(GL_TEXTURE_2D)");
1968 glDisable(GL_TEXTURE_3D);
1969 checkGLcall("glDisable(GL_TEXTURE_3D)");
1970 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1971 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1972 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1974 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1975 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1976 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1978 if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1979 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1982 /* All done */
1983 return;
1986 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1987 * if the sampler for this stage is dirty
1989 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1990 if (tex_used) activate_dimensions(stage, stateblock, context);
1993 /* Set the texture combiners */
1994 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1995 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1996 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1997 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1998 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1999 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
2000 mapped_stage,
2001 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
2003 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
2004 * thus the texture shader may have to be updated
2006 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2007 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
2008 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
2009 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
2010 if(usesBump != usedBump) {
2011 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
2012 checkGLcall("glActiveTextureARB");
2013 activate_dimensions(stage + 1, stateblock, context);
2014 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2015 checkGLcall("glActiveTextureARB");
2018 } else {
2019 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2020 stateblock->textureState[stage][WINED3DTSS_COLOROP],
2021 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2022 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2023 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2027 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2028 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2029 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2030 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2031 DWORD op, arg1, arg2, arg0;
2033 TRACE("Setting alpha op for stage %d\n", stage);
2034 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2035 if (mapped_stage != -1) {
2036 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2037 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2038 FIXME("Attempt to enable unsupported stage!\n");
2039 return;
2041 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2042 checkGLcall("glActiveTextureARB");
2043 } else if (stage > 0) {
2044 /* We can't do anything here */
2045 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2046 return;
2050 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
2051 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
2052 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
2053 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
2055 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
2056 stateblock->textures[0] &&
2057 (stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
2058 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2060 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
2061 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
2063 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
2064 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
2065 * cannot remove the texture's alpha channel entirely.
2067 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
2068 * on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
2069 * draw things like translucent text and perform other blending effects.
2071 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
2072 * behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
2073 * OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
2074 * (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
2075 * wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
2076 * (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
2077 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
2078 * otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
2080 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
2082 if(op == WINED3DTOP_DISABLE) {
2083 arg1 = WINED3DTA_TEXTURE;
2084 op = WINED3DTOP_SELECTARG1;
2086 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
2087 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
2088 arg2 = WINED3DTA_TEXTURE;
2089 op = WINED3DTOP_MODULATE;
2091 else arg1 = WINED3DTA_TEXTURE;
2093 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
2094 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
2095 arg1 = WINED3DTA_TEXTURE;
2096 op = WINED3DTOP_MODULATE;
2098 else arg2 = WINED3DTA_TEXTURE;
2103 TRACE("Setting alpha op for stage %d\n", stage);
2104 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2105 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2106 op, arg1, arg2, arg0,
2107 mapped_stage,
2108 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
2109 } else {
2110 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2111 op, arg1, arg2, arg0);
2115 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2116 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
2117 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
2118 BOOL generated;
2120 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
2121 if(use_vs(stateblock->wineD3DDevice) ||
2122 isStateDirty(context, STATE_VDECL)) {
2123 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
2124 return;
2127 if (mapped_stage == -1) return;
2129 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2130 if(mapped_stage >= GL_LIMITS(textures)) {
2131 return;
2133 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2134 checkGLcall("glActiveTextureARB");
2135 } else if (mapped_stage > 0) {
2136 /* We can't do anything here */
2137 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2138 return;
2140 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
2142 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
2143 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
2144 generated,
2145 context->last_was_rhw,
2146 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
2147 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
2148 WINED3DDECLTYPE_UNUSED);
2150 /* The sampler applying function calls us if this changes */
2151 if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
2152 if(generated) {
2153 FIXME("Non-power2 texture being used with generated texture coords\n");
2155 TRACE("Non power two matrix multiply fixup\n");
2156 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
2160 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
2161 int texture_idx;
2163 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
2164 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
2165 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2169 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
2170 UINT *offset = stateblock->streamOffset;
2171 unsigned int mapped_stage = 0;
2172 unsigned int textureNo = 0;
2174 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
2175 /* Abort if we don't support the extension. */
2176 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
2177 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2178 return;
2181 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
2182 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
2184 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
2185 if (mapped_stage == -1) continue;
2187 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
2188 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
2189 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
2191 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
2192 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
2193 checkGLcall("glBindBufferARB");
2194 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
2197 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2198 checkGLcall("glClientActiveTextureARB");
2200 /* The coords to supply depend completely on the fvf / vertex shader */
2201 glTexCoordPointer(
2202 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
2203 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
2204 sd->u.s.texCoords[coordIdx].dwStride,
2205 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
2206 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
2207 } else {
2208 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2211 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2212 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
2213 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
2214 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2219 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2220 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2221 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2223 if (mapped_stage == -1) {
2224 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
2225 return;
2228 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2229 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
2230 return;
2232 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2233 checkGLcall("glActiveTextureARB");
2234 } else if (stage > 0) {
2235 /* We can't do anything here */
2236 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2237 return;
2240 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
2242 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
2243 * one flag, you can still specify an index value, which the system uses to
2244 * determine the texture wrapping mode.
2245 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
2246 * means use the vertex position (camera-space) as the input texture coordinates
2247 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
2248 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
2249 * to the TEXCOORDINDEX value
2253 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
2255 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
2256 case WINED3DTSS_TCI_PASSTHRU:
2257 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
2258 glDisable(GL_TEXTURE_GEN_S);
2259 glDisable(GL_TEXTURE_GEN_T);
2260 glDisable(GL_TEXTURE_GEN_R);
2261 glDisable(GL_TEXTURE_GEN_Q);
2262 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
2263 break;
2265 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
2266 /* CameraSpacePosition means use the vertex position, transformed to camera space,
2267 * as the input texture coordinates for this stage's texture transformation. This
2268 * equates roughly to EYE_LINEAR
2271 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2272 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2273 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2274 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2275 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
2277 glMatrixMode(GL_MODELVIEW);
2278 glPushMatrix();
2279 glLoadIdentity();
2280 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2281 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2282 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2283 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2284 glPopMatrix();
2286 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
2287 glEnable(GL_TEXTURE_GEN_S);
2288 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2289 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2290 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2291 glEnable(GL_TEXTURE_GEN_T);
2292 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2293 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2294 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2295 glEnable(GL_TEXTURE_GEN_R);
2296 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2297 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2298 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2300 break;
2302 case WINED3DTSS_TCI_CAMERASPACENORMAL:
2304 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2305 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2306 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2307 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2308 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2309 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
2311 glMatrixMode(GL_MODELVIEW);
2312 glPushMatrix();
2313 glLoadIdentity();
2314 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2315 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2316 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2317 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2318 glPopMatrix();
2320 glEnable(GL_TEXTURE_GEN_S);
2321 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2322 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2323 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2324 glEnable(GL_TEXTURE_GEN_T);
2325 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2326 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2327 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2328 glEnable(GL_TEXTURE_GEN_R);
2329 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2330 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2331 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2334 break;
2336 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2338 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2339 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2340 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2341 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2342 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2343 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2345 glMatrixMode(GL_MODELVIEW);
2346 glPushMatrix();
2347 glLoadIdentity();
2348 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2349 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2350 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2351 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2352 glPopMatrix();
2354 glEnable(GL_TEXTURE_GEN_S);
2355 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2356 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2357 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2358 glEnable(GL_TEXTURE_GEN_T);
2359 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2360 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2361 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2362 glEnable(GL_TEXTURE_GEN_R);
2363 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2364 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2365 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2368 break;
2370 /* Unhandled types: */
2371 default:
2372 /* Todo: */
2373 /* ? disable GL_TEXTURE_GEN_n ? */
2374 glDisable(GL_TEXTURE_GEN_S);
2375 glDisable(GL_TEXTURE_GEN_T);
2376 glDisable(GL_TEXTURE_GEN_R);
2377 glDisable(GL_TEXTURE_GEN_Q);
2378 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2379 break;
2382 /* Update the texture matrix */
2383 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2384 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2387 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2388 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2389 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2390 * and do all the things linked to it
2391 * TODO: Tidy that up to reload only the arrays of the changed unit
2393 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2395 unloadTexCoords(stateblock);
2396 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2400 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2401 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2403 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2404 * has an update pending
2406 if(isStateDirty(context, STATE_VDECL) ||
2407 isStateDirty(context, STATE_PIXELSHADER)) {
2408 return;
2411 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2414 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2415 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2416 union {
2417 DWORD d;
2418 float f;
2419 } tmpvalue;
2421 if(stateblock->pixelShader && stage != 0 &&
2422 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2423 /* The pixel shader has to know the luminance scale. Do a constants update if it
2424 * isn't scheduled anyway
2426 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2427 !isStateDirty(context, STATE_PIXELSHADER)) {
2428 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2432 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2433 if(tmpvalue.f != 0.0) {
2434 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2438 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2439 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2440 union {
2441 DWORD d;
2442 float f;
2443 } tmpvalue;
2445 if(stateblock->pixelShader && stage != 0 &&
2446 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2447 /* The pixel shader has to know the luminance offset. Do a constants update if it
2448 * isn't scheduled anyway
2450 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2451 !isStateDirty(context, STATE_PIXELSHADER)) {
2452 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2456 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2457 if(tmpvalue.f != 0.0) {
2458 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2462 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2463 DWORD sampler = state - STATE_SAMPLER(0);
2464 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2465 union {
2466 float f;
2467 DWORD d;
2468 } tmpvalue;
2470 TRACE("Sampler: %d\n", sampler);
2471 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2472 * only has to bind textures and set the per texture states
2475 if (mapped_stage == -1) {
2476 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2477 return;
2480 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2481 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2482 return;
2484 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2485 checkGLcall("glActiveTextureARB");
2486 } else if (sampler > 0) {
2487 /* We can't do anything here */
2488 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2489 return;
2492 if(stateblock->textures[sampler]) {
2493 BOOL texIsPow2 = FALSE;
2495 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2496 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2497 * scaling is reapplied or removed, the texture matrix has to be reapplied
2499 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2500 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
2501 stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
2502 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0 ||
2503 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[5] != 1.0 ) {
2504 texIsPow2 = TRUE;
2506 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2507 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0) {
2508 texIsPow2 = TRUE;
2512 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2513 context->lastWasPow2Texture[sampler] = texIsPow2;
2514 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2518 IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
2519 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2521 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2522 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2523 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2524 GL_TEXTURE_LOD_BIAS_EXT,
2525 tmpvalue.f);
2526 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
2529 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2530 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2531 /* Using a pixel shader? Verify the sampler types */
2533 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2534 * dimensions because the shader knows from which texture type to sample from. For the sake of
2535 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2536 * dimensions. This should make wrong sampling sources visible :-)
2538 glEnable(stateblock->textureDimensions[sampler]);
2539 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2540 } else if(sampler < stateblock->lowest_disabled_stage) {
2541 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2542 activate_dimensions(sampler, stateblock, context);
2545 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2546 /* If color keying is enabled update the alpha test, it depends on the existence
2547 * of a color key in stage 0
2549 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2552 } else if(mapped_stage < GL_LIMITS(textures)) {
2553 if(sampler < stateblock->lowest_disabled_stage) {
2554 /* TODO: What should I do with pixel shaders here ??? */
2555 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2556 activate_dimensions(sampler, stateblock, context);
2559 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2560 /* If color keying is enabled update the alpha test, it depends on the existence
2561 * of a color key in stage 0
2563 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2565 } /* Otherwise tex_colorop disables the stage */
2566 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2567 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2571 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2572 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2573 BOOL use_pshader = use_ps(device);
2574 BOOL use_vshader = use_vs(device);
2575 BOOL update_fog = FALSE;
2576 int i;
2578 if (use_pshader) {
2579 if(!context->last_was_pshader) {
2580 /* Former draw without a pixel shader, some samplers
2581 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2582 * make sure to enable them
2584 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2585 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2586 sampler(STATE_SAMPLER(i), stateblock, context);
2589 update_fog = TRUE;
2590 } else {
2591 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2592 * if a different texture was bound. I don't have to do anything.
2596 /* Compile and bind the shader */
2597 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2598 } else {
2599 /* Disabled the pixel shader - color ops weren't applied
2600 * while it was enabled, so re-apply them.
2602 for(i=0; i < MAX_TEXTURES; i++) {
2603 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2604 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2607 if(context->last_was_pshader)
2608 update_fog = TRUE;
2611 if(!isStateDirty(context, FFPStateTable[STATE_VSHADER].representative)) {
2612 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2614 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2615 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2619 if(update_fog)
2620 state_fog(state, stateblock, context);
2622 context->last_was_pshader = use_pshader;
2625 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2626 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2627 float mat[2][2];
2628 if(stateblock->pixelShader && stage != 0 &&
2629 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2630 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2631 * anyway
2633 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2634 !isStateDirty(context, STATE_PIXELSHADER)) {
2635 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2639 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2640 if(stage >= GL_LIMITS(texture_stages)) {
2641 WARN("Bump env matrix of unsupported stage set\n");
2642 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2643 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2644 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2646 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2647 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2648 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2649 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2650 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI, (float *) mat));
2651 checkGLcall("glTexBumpParameterfvATI");
2652 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2653 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2654 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2655 * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2656 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2657 * for stage + 1. Keep the nvrc tex unit mapping in mind too
2659 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2661 if(mapped_stage < GL_LIMITS(textures)) {
2662 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2663 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2665 /* We can't just pass a pointer to the stateblock to GL due to the different matrix
2666 * format(column major vs row major)
2668 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2669 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2670 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2671 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2672 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
2673 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
2678 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2679 /* This function is called by transform_view below if the view matrix was changed too
2681 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2682 * does not always update the world matrix, only on a switch between transformed
2683 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
2684 * draw, but that should be rather rare and cheaper in total.
2686 glMatrixMode(GL_MODELVIEW);
2687 checkGLcall("glMatrixMode");
2689 if(context->last_was_rhw) {
2690 glLoadIdentity();
2691 checkGLcall("glLoadIdentity()");
2692 } else {
2693 /* In the general case, the view matrix is the identity matrix */
2694 if (stateblock->wineD3DDevice->view_ident) {
2695 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2696 checkGLcall("glLoadMatrixf");
2697 } else {
2698 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2699 checkGLcall("glLoadMatrixf");
2700 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2701 checkGLcall("glMultMatrixf");
2706 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2707 UINT index = state - STATE_CLIPPLANE(0);
2709 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2710 return;
2713 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2714 glMatrixMode(GL_MODELVIEW);
2715 glPushMatrix();
2716 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2718 TRACE("Clipplane [%f,%f,%f,%f]\n",
2719 stateblock->clipplane[index][0],
2720 stateblock->clipplane[index][1],
2721 stateblock->clipplane[index][2],
2722 stateblock->clipplane[index][3]);
2723 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2724 checkGLcall("glClipPlane");
2726 glPopMatrix();
2729 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2730 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2731 GLenum glMat;
2732 TRACE("Setting world matrix %d\n", matrix);
2734 if(matrix >= GL_LIMITS(blends)) {
2735 WARN("Unsupported blend matrix set\n");
2736 return;
2737 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2738 return;
2741 /* GL_MODELVIEW0_ARB: 0x1700
2742 * GL_MODELVIEW1_ARB: 0x0x850a
2743 * GL_MODELVIEW2_ARB: 0x8722
2744 * GL_MODELVIEW3_ARB: 0x8723
2745 * etc
2746 * GL_MODELVIEW31_ARB: 0x873F
2748 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2749 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2751 glMatrixMode(glMat);
2752 checkGLcall("glMatrixMode(glMat)");
2754 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2755 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2757 if(stateblock->wineD3DDevice->view_ident) {
2758 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2759 checkGLcall("glLoadMatrixf")
2760 } else {
2761 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2762 checkGLcall("glLoadMatrixf")
2763 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2764 checkGLcall("glMultMatrixf")
2768 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2769 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2771 switch(val) {
2772 case WINED3DVBF_1WEIGHTS:
2773 case WINED3DVBF_2WEIGHTS:
2774 case WINED3DVBF_3WEIGHTS:
2775 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2776 glEnable(GL_VERTEX_BLEND_ARB);
2777 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2779 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2780 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2782 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2784 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2785 int i;
2786 for(i = 1; i < GL_LIMITS(blends); i++) {
2787 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2788 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2791 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2793 } else {
2794 static BOOL once = FALSE;
2795 if(!once) {
2796 once = TRUE;
2797 /* TODO: Implement vertex blending in drawStridedSlow */
2798 FIXME("Vertex blending enabled, but not supported by hardware\n");
2801 break;
2803 case WINED3DVBF_DISABLE:
2804 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2805 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2806 glDisable(GL_VERTEX_BLEND_ARB);
2807 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2808 } else {
2809 TRACE("Vertex blending disabled\n");
2811 break;
2813 case WINED3DVBF_TWEENING:
2814 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2815 * vertex weights in the vertices?
2816 * For now we don't report that as supported, so a warn should suffice
2818 WARN("Tweening not supported yet\n");
2819 break;
2823 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2824 unsigned int k;
2826 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2827 * NOTE: We have to reset the positions even if the light/plane is not currently
2828 * enabled, since the call to enable it will not reset the position.
2829 * NOTE2: Apparently texture transforms do NOT need reapplying
2832 PLIGHTINFOEL *light = NULL;
2834 glMatrixMode(GL_MODELVIEW);
2835 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2836 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2837 checkGLcall("glLoadMatrixf(...)");
2839 /* Reset lights. TODO: Call light apply func */
2840 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2841 light = stateblock->activeLights[k];
2842 if(!light) continue;
2843 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2844 checkGLcall("glLightfv posn");
2845 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2846 checkGLcall("glLightfv dirn");
2849 /* Reset Clipping Planes */
2850 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2851 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2852 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2856 if(context->last_was_rhw) {
2857 glLoadIdentity();
2858 checkGLcall("glLoadIdentity()");
2859 /* No need to update the world matrix, the identity is fine */
2860 return;
2863 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2864 * No need to do it here if the state is scheduled for update.
2866 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2867 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2870 /* Avoid looping over a number of matrices if the app never used the functionality */
2871 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2872 for(k = 1; k < GL_LIMITS(blends); k++) {
2873 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2874 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2880 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2881 glMatrixMode(GL_PROJECTION);
2882 checkGLcall("glMatrixMode(GL_PROJECTION)");
2883 glLoadIdentity();
2884 checkGLcall("glLoadIdentity");
2886 if(context->last_was_rhw) {
2887 double X, Y, height, width, minZ, maxZ;
2889 X = stateblock->viewport.X;
2890 Y = stateblock->viewport.Y;
2891 height = stateblock->viewport.Height;
2892 width = stateblock->viewport.Width;
2893 minZ = stateblock->viewport.MinZ;
2894 maxZ = stateblock->viewport.MaxZ;
2896 if(!stateblock->wineD3DDevice->untransformed) {
2897 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2898 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2899 * suppress depth clipping. This can be done because it is an orthogonal projection and
2900 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
2901 * Persia 3D need this.
2903 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
2904 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
2905 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
2906 * to the viewer.
2908 * Also note that this breaks z comparison against z values filled in with clear,
2909 * but no app depending on that and disabled clipping has been found yet. Comparing
2910 * primitives against themselves works, so the Z buffer is still intact for normal hidden
2911 * surface removal.
2913 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
2914 * but this would break Z buffer operation. Raising the range to something less than
2915 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
2916 * problem either.
2918 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2919 if(stateblock->wineD3DDevice->render_offscreen) {
2920 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2921 } else {
2922 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2924 } else {
2925 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2926 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2927 * unmodified to opengl.
2929 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2930 * replacement shader.
2932 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2933 if(stateblock->wineD3DDevice->render_offscreen) {
2934 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
2935 } else {
2936 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
2939 checkGLcall("glOrtho");
2941 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
2942 glTranslatef(0.5, 0.5, 0);
2943 checkGLcall("glTranslatef(0.5, 0.5, 0)");
2944 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2945 * render everything upside down when rendering offscreen. */
2946 if (stateblock->wineD3DDevice->render_offscreen) {
2947 glScalef(1.0, -1.0, 1.0);
2948 checkGLcall("glScalef");
2950 } else {
2951 /* The rule is that the window coordinate 0 does not correspond to the
2952 beginning of the first pixel, but the center of the first pixel.
2953 As a consequence if you want to correctly draw one line exactly from
2954 the left to the right end of the viewport (with all matrices set to
2955 be identity), the x coords of both ends of the line would be not
2956 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2957 instead.
2959 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
2960 divide by the Width/Height, so we need the half range(1.0) to translate by
2961 half a pixel.
2963 The other fun is that d3d's output z range after the transformation is [0;1],
2964 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
2965 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
2966 of Z buffer precision and the clear values do not match in the z test. Thus scale
2967 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
2969 glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
2970 checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
2971 if (stateblock->wineD3DDevice->render_offscreen) {
2972 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2973 * render everything upside down when rendering offscreen. */
2974 glScalef(1.0, -1.0, 2.0);
2975 } else {
2976 glScalef(1.0, 1.0, 2.0);
2978 checkGLcall("glScalef");
2980 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2981 checkGLcall("glLoadMatrixf");
2985 /* This should match any arrays loaded in loadVertexData.
2986 * stateblock impl is required for GL_SUPPORT
2987 * TODO: Only load / unload arrays if we have to.
2989 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2990 glDisableClientState(GL_VERTEX_ARRAY);
2991 glDisableClientState(GL_NORMAL_ARRAY);
2992 glDisableClientState(GL_COLOR_ARRAY);
2993 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2994 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2996 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2997 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2998 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2999 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
3001 unloadTexCoords(stateblock);
3004 /* This should match any arrays loaded in loadNumberedArrays
3005 * TODO: Only load / unload arrays if we have to.
3007 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
3008 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3009 GLint maxAttribs = 16;
3010 int i;
3012 /* Leave all the attribs disabled */
3013 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3014 /* MESA does not support it right not */
3015 if (glGetError() != GL_NO_ERROR)
3016 maxAttribs = 16;
3017 for (i = 0; i < maxAttribs; ++i) {
3018 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3019 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3023 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
3024 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3025 int i;
3026 UINT *offset = stateblock->streamOffset;
3027 IWineD3DVertexBufferImpl *vb;
3028 DWORD_PTR shift_index;
3030 /* Default to no instancing */
3031 stateblock->wineD3DDevice->instancedDraw = FALSE;
3033 for (i = 0; i < MAX_ATTRIBS; i++) {
3035 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
3036 continue;
3038 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3039 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
3040 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3041 stateblock->wineD3DDevice->instancedDraw = TRUE;
3042 continue;
3045 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
3047 if(strided->u.input[i].dwStride) {
3048 if(curVBO != strided->u.input[i].VBO) {
3049 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
3050 checkGLcall("glBindBufferARB");
3051 curVBO = strided->u.input[i].VBO;
3053 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3054 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3055 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3056 * vbo we won't be load converted attributes anyway
3058 if(curVBO && vb->conv_shift) {
3059 TRACE("Loading attribute from shifted buffer\n");
3060 TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
3061 TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
3062 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
3063 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
3064 shift_index = shift_index % strided->u.input[i].dwStride;
3065 GL_EXTCALL(glVertexAttribPointerARB(i,
3066 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3067 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3068 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3069 vb->conv_stride,
3071 strided->u.input[i].lpData + vb->conv_shift[shift_index] +
3072 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3073 offset[strided->u.input[i].streamNo]));
3075 } else {
3076 GL_EXTCALL(glVertexAttribPointerARB(i,
3077 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3078 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3079 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3080 strided->u.input[i].dwStride,
3082 strided->u.input[i].lpData +
3083 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3084 offset[strided->u.input[i].streamNo]) );
3086 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
3087 } else {
3088 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
3089 * set up the attribute statically. But we have to figure out the system memory address.
3091 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
3092 if(strided->u.input[i].VBO) {
3093 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3094 ptr += (long) vb->resource.allocatedMemory;
3096 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3098 switch(strided->u.input[i].dwType) {
3099 case WINED3DDECLTYPE_FLOAT1:
3100 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
3101 break;
3102 case WINED3DDECLTYPE_FLOAT2:
3103 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
3104 break;
3105 case WINED3DDECLTYPE_FLOAT3:
3106 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
3107 break;
3108 case WINED3DDECLTYPE_FLOAT4:
3109 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
3110 break;
3112 case WINED3DDECLTYPE_UBYTE4:
3113 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3114 break;
3115 case WINED3DDECLTYPE_UBYTE4N:
3116 case WINED3DDECLTYPE_D3DCOLOR:
3117 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3118 break;
3120 case WINED3DDECLTYPE_SHORT2:
3121 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
3122 break;
3123 case WINED3DDECLTYPE_SHORT4:
3124 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
3125 break;
3127 case WINED3DDECLTYPE_SHORT2N:
3129 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
3130 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
3131 break;
3133 case WINED3DDECLTYPE_USHORT2N:
3135 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
3136 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
3137 break;
3139 case WINED3DDECLTYPE_SHORT4N:
3140 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
3141 break;
3142 case WINED3DDECLTYPE_USHORT4N:
3143 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
3144 break;
3146 case WINED3DDECLTYPE_UDEC3:
3147 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
3148 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
3149 break;
3150 case WINED3DDECLTYPE_DEC3N:
3151 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
3152 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
3153 break;
3155 case WINED3DDECLTYPE_FLOAT16_2:
3156 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
3157 * byte float according to the IEEE standard
3159 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
3160 break;
3161 case WINED3DDECLTYPE_FLOAT16_4:
3162 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
3163 break;
3165 case WINED3DDECLTYPE_UNUSED:
3166 default:
3167 ERR("Unexpected declaration in stride 0 attributes\n");
3168 break;
3173 checkGLcall("Loading numbered arrays");
3176 /* Used from 2 different functions, and too big to justify making it inlined */
3177 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
3178 UINT *offset = stateblock->streamOffset;
3179 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3181 TRACE("Using fast vertex array code\n");
3183 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
3184 stateblock->wineD3DDevice->instancedDraw = FALSE;
3186 /* Blend Data ---------------------------------------------- */
3187 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
3188 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
3190 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3191 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3192 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3194 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
3195 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
3197 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
3199 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
3200 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
3201 sd->u.s.blendWeights.dwStride,
3202 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
3204 if(curVBO != sd->u.s.blendWeights.VBO) {
3205 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
3206 checkGLcall("glBindBufferARB");
3207 curVBO = sd->u.s.blendWeights.VBO;
3210 GL_EXTCALL(glWeightPointerARB)(
3211 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3212 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
3213 sd->u.s.blendWeights.dwStride,
3214 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3216 checkGLcall("glWeightPointerARB");
3218 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
3219 static BOOL showfixme = TRUE;
3220 if(showfixme){
3221 FIXME("blendMatrixIndices support\n");
3222 showfixme = FALSE;
3225 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
3226 /* FIXME("TODO\n");*/
3227 #if 0
3229 GL_EXTCALL(glVertexWeightPointerEXT)(
3230 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3231 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
3232 sd->u.s.blendWeights.dwStride,
3233 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
3234 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
3235 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
3236 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
3237 #endif
3239 } else {
3240 /* TODO: support blends in drawStridedSlow
3241 * No need to write a FIXME here, this is done after the general vertex decl decoding
3243 WARN("unsupported blending in openGl\n");
3245 } else {
3246 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3247 static const GLbyte one = 1;
3248 GL_EXTCALL(glWeightbvARB(1, &one));
3249 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
3253 #if 0 /* FOG ----------------------------------------------*/
3254 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
3255 /* TODO: fog*/
3256 if (GL_SUPPORT(EXT_FOG_COORD) {
3257 glEnableClientState(GL_FOG_COORDINATE_EXT);
3258 (GL_EXTCALL)(FogCoordPointerEXT)(
3259 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
3260 sd->u.s.fog.dwStride,
3261 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
3262 } else {
3263 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
3264 /* FIXME: fixme once */
3265 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
3267 } else {
3268 if (GL_SUPPRT(EXT_FOR_COORD) {
3269 /* make sure fog is disabled */
3270 glDisableClientState(GL_FOG_COORDINATE_EXT);
3273 #endif
3275 #if 0 /* tangents ----------------------------------------------*/
3276 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
3277 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3278 /* TODO: tangents*/
3279 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3280 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
3281 glEnable(GL_TANGENT_ARRAY_EXT);
3282 (GL_EXTCALL)(TangentPointerEXT)(
3283 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
3284 sd->u.s.tangent.dwStride,
3285 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
3286 } else {
3287 glDisable(GL_TANGENT_ARRAY_EXT);
3289 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3290 glEnable(GL_BINORMAL_ARRAY_EXT);
3291 (GL_EXTCALL)(BinormalPointerEXT)(
3292 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
3293 sd->u.s.binormal.dwStride,
3294 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
3295 } else{
3296 glDisable(GL_BINORMAL_ARRAY_EXT);
3299 } else {
3300 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
3301 /* FIXME: fixme once */
3302 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
3304 } else {
3305 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3306 /* make sure fog is disabled */
3307 glDisable(GL_TANGENT_ARRAY_EXT);
3308 glDisable(GL_BINORMAL_ARRAY_EXT);
3311 #endif
3313 /* Point Size ----------------------------------------------*/
3314 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
3316 /* no such functionality in the fixed function GL pipeline */
3317 TRACE("Cannot change ptSize here in openGl\n");
3318 /* TODO: Implement this function in using shaders if they are available */
3322 /* Vertex Pointers -----------------------------------------*/
3323 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
3324 /* Note dwType == float3 or float4 == 2 or 3 */
3325 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
3326 sd->u.s.position.dwStride,
3327 sd->u.s.position.dwType + 1,
3328 sd->u.s.position.lpData));
3330 if(curVBO != sd->u.s.position.VBO) {
3331 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
3332 checkGLcall("glBindBufferARB");
3333 curVBO = sd->u.s.position.VBO;
3336 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
3337 handling for rhw mode should not impact screen position whereas in GL it does.
3338 This may result in very slightly distorted textures in rhw mode.
3339 There's always the other option of fixing the view matrix to
3340 prevent w from having any effect.
3342 This only applies to user pointer sources, in VBOs the vertices are fixed up
3344 if(sd->u.s.position.VBO == 0) {
3345 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
3346 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3347 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3348 } else {
3349 glVertexPointer(
3350 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
3351 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3352 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3354 checkGLcall("glVertexPointer(...)");
3355 glEnableClientState(GL_VERTEX_ARRAY);
3356 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
3359 /* Normals -------------------------------------------------*/
3360 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
3361 /* Note dwType == float3 or float4 == 2 or 3 */
3362 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
3363 sd->u.s.normal.dwStride,
3364 sd->u.s.normal.lpData));
3365 if(curVBO != sd->u.s.normal.VBO) {
3366 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
3367 checkGLcall("glBindBufferARB");
3368 curVBO = sd->u.s.normal.VBO;
3370 glNormalPointer(
3371 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
3372 sd->u.s.normal.dwStride,
3373 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
3374 checkGLcall("glNormalPointer(...)");
3375 glEnableClientState(GL_NORMAL_ARRAY);
3376 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
3378 } else {
3379 glNormal3f(0, 0, 0);
3380 checkGLcall("glNormal3f(0, 0, 0)");
3383 /* Diffuse Colour --------------------------------------------*/
3384 /* WARNING: Data here MUST be in RGBA format, so cannot */
3385 /* go directly into fast mode from app pgm, because */
3386 /* directx requires data in BGRA format. */
3387 /* currently fixupVertices swizzles the format, but this isn't*/
3388 /* very practical when using VBOS */
3389 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
3390 /* , or the user doesn't care and wants the speed advantage */
3392 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
3393 /* Note dwType == float3 or float4 == 2 or 3 */
3394 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3395 sd->u.s.diffuse.dwStride,
3396 sd->u.s.diffuse.lpData));
3398 if(curVBO != sd->u.s.diffuse.VBO) {
3399 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
3400 checkGLcall("glBindBufferARB");
3401 curVBO = sd->u.s.diffuse.VBO;
3404 glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
3405 WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
3406 sd->u.s.diffuse.dwStride,
3407 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3408 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3409 glEnableClientState(GL_COLOR_ARRAY);
3410 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3412 } else {
3413 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3414 checkGLcall("glColor4f(1, 1, 1, 1)");
3417 /* Specular Colour ------------------------------------------*/
3418 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3419 TRACE("setting specular colour\n");
3420 /* Note dwType == float3 or float4 == 2 or 3 */
3421 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3422 sd->u.s.specular.dwStride,
3423 sd->u.s.specular.lpData));
3424 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3425 if(curVBO != sd->u.s.specular.VBO) {
3426 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3427 checkGLcall("glBindBufferARB");
3428 curVBO = sd->u.s.specular.VBO;
3430 GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
3431 WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
3432 sd->u.s.specular.dwStride,
3433 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3434 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3435 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3436 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3437 } else {
3439 /* Missing specular color is not critical, no warnings */
3440 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3443 } else {
3444 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3445 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3446 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3447 } else {
3449 /* Missing specular color is not critical, no warnings */
3450 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3454 /* Texture coords -------------------------------------------*/
3455 loadTexCoords(stateblock, sd, &curVBO);
3458 static inline void drawPrimitiveTraceDataLocations(
3459 WineDirect3DVertexStridedData *dataLocations) {
3461 /* Dump out what parts we have supplied */
3462 TRACE("Strided Data:\n");
3463 TRACE_STRIDED((dataLocations), position);
3464 TRACE_STRIDED((dataLocations), blendWeights);
3465 TRACE_STRIDED((dataLocations), blendMatrixIndices);
3466 TRACE_STRIDED((dataLocations), normal);
3467 TRACE_STRIDED((dataLocations), pSize);
3468 TRACE_STRIDED((dataLocations), diffuse);
3469 TRACE_STRIDED((dataLocations), specular);
3470 TRACE_STRIDED((dataLocations), texCoords[0]);
3471 TRACE_STRIDED((dataLocations), texCoords[1]);
3472 TRACE_STRIDED((dataLocations), texCoords[2]);
3473 TRACE_STRIDED((dataLocations), texCoords[3]);
3474 TRACE_STRIDED((dataLocations), texCoords[4]);
3475 TRACE_STRIDED((dataLocations), texCoords[5]);
3476 TRACE_STRIDED((dataLocations), texCoords[6]);
3477 TRACE_STRIDED((dataLocations), texCoords[7]);
3478 TRACE_STRIDED((dataLocations), position2);
3479 TRACE_STRIDED((dataLocations), normal2);
3480 TRACE_STRIDED((dataLocations), tangent);
3481 TRACE_STRIDED((dataLocations), binormal);
3482 TRACE_STRIDED((dataLocations), tessFactor);
3483 TRACE_STRIDED((dataLocations), fog);
3484 TRACE_STRIDED((dataLocations), depth);
3485 TRACE_STRIDED((dataLocations), sample);
3487 return;
3490 /* Helper for vertexdeclaration() */
3491 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3492 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3493 BOOL fixup = FALSE;
3494 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3496 if(device->up_strided) {
3497 /* Note: this is a ddraw fixed-function code path */
3498 TRACE("================ Strided Input ===================\n");
3499 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3501 if(TRACE_ON(d3d)) {
3502 drawPrimitiveTraceDataLocations(dataLocations);
3504 } else {
3505 /* Note: This is a fixed function or shader codepath.
3506 * This means it must handle both types of strided data.
3507 * Shaders must go through here to zero the strided data, even if they
3508 * don't set any declaration at all
3510 TRACE("================ Vertex Declaration ===================\n");
3511 memset(dataLocations, 0, sizeof(*dataLocations));
3512 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3513 useVertexShaderFunction, dataLocations, &fixup);
3516 if (dataLocations->u.s.position_transformed) {
3517 useVertexShaderFunction = FALSE;
3520 /* Unload the old arrays before loading the new ones to get old junk out */
3521 if(context->numberedArraysLoaded) {
3522 unloadNumberedArrays(stateblock);
3523 context->numberedArraysLoaded = FALSE;
3525 if(context->namedArraysLoaded) {
3526 unloadVertexData(stateblock);
3527 context->namedArraysLoaded = FALSE;
3530 if(useVertexShaderFunction) {
3531 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
3532 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
3533 device->useDrawStridedSlow = TRUE;
3534 context->numberedArraysLoaded = FALSE;
3535 } else {
3536 TRACE("Loading numbered arrays\n");
3537 loadNumberedArrays(stateblock, dataLocations);
3538 device->useDrawStridedSlow = FALSE;
3539 context->numberedArraysLoaded = TRUE;
3541 } else if (fixup ||
3542 (dataLocations->u.s.pSize.lpData == NULL &&
3543 dataLocations->u.s.diffuse.lpData == NULL &&
3544 dataLocations->u.s.specular.lpData == NULL)) {
3545 /* Load the vertex data using named arrays */
3546 TRACE("Loading vertex data\n");
3547 loadVertexData(stateblock, dataLocations);
3548 device->useDrawStridedSlow = FALSE;
3549 context->namedArraysLoaded = TRUE;
3550 } else {
3551 TRACE("Not loading vertex data\n");
3552 device->useDrawStridedSlow = TRUE;
3555 /* Generate some fixme's if unsupported functionality is being used */
3556 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3557 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3558 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3559 FIXME("Tweening is only valid with vertex shaders\n");
3561 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3562 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3564 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3565 FIXME("Extended attributes are only valid with vertex shaders\n");
3567 #undef BUFFER_OR_DATA
3570 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3571 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3572 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3573 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3574 BOOL transformed;
3575 /* Some stuff is in the device until we have per context tracking */
3576 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3577 BOOL wasrhw = context->last_was_rhw;
3579 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3580 * here simply check whether a shader was set, or the user disabled shaders
3582 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3583 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3584 useVertexShaderFunction = TRUE;
3586 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3587 updateFog = TRUE;
3589 } else if(context->last_was_foggy_shader) {
3590 updateFog = TRUE;
3593 handleStreams(stateblock, useVertexShaderFunction, context);
3595 transformed = device->strided_streams.u.s.position_transformed;
3596 if (transformed) useVertexShaderFunction = FALSE;
3598 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3599 updateFog = TRUE;
3602 /* Reapply lighting if it is not scheduled for reapplication already */
3603 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3604 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3607 if (transformed) {
3608 context->last_was_rhw = TRUE;
3609 } else {
3611 /* Untransformed, so relies on the view and projection matrices */
3612 context->last_was_rhw = FALSE;
3613 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3614 device->untransformed = TRUE;
3616 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3617 * Not needed as long as only hw shaders are supported
3620 /* This sets the shader output position correction constants.
3621 * TODO: Move to the viewport state
3623 if (useVertexShaderFunction) {
3624 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3625 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
3629 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3630 * off this function will be called again anyway to make sure they're properly set
3632 if(!useVertexShaderFunction) {
3633 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3634 * or transformed / untransformed was switched
3636 if(wasrhw != context->last_was_rhw &&
3637 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3638 !isStateDirty(context, STATE_VIEWPORT)) {
3639 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3641 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3642 * mode.
3644 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3645 * this check will fail and the matrix not applied again. This is OK because a simple
3646 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3647 * needs of the vertex declaration.
3649 * World and view matrix go into the same gl matrix, so only apply them when neither is
3650 * dirty
3652 if(transformed != wasrhw &&
3653 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3654 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3655 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3658 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3659 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3662 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3663 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3665 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
3666 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
3668 } else {
3669 /* We compile the shader here because we need the vertex declaration
3670 * in order to determine if we need to do any swizzling for D3DCOLOR
3671 * registers. If the shader is already compiled this call will do nothing. */
3672 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3674 if(!context->last_was_vshader) {
3675 int i;
3676 static BOOL warned = FALSE;
3677 /* Disable all clip planes to get defined results on all drivers. See comment in the
3678 * state_clipping state handler
3680 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3681 glDisable(GL_CLIP_PLANE0 + i);
3682 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3685 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3686 FIXME("Clipping not supported with vertex shaders\n");
3687 warned = TRUE;
3689 if(wasrhw) {
3690 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
3691 * shaders themselves do not need it, but the matrices are not reapplied automatically when
3692 * switching back from vertex shaders to fixed function processing. So make sure we leave the
3693 * fixed function vertex processing states back in a sane state before switching to shaders
3695 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3696 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3698 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3699 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3705 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3706 * application
3708 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3709 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3711 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3712 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3716 context->last_was_vshader = useVertexShaderFunction;
3718 if(updateFog) {
3719 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3721 if(!useVertexShaderFunction) {
3722 int i;
3723 for(i = 0; i < MAX_TEXTURES; i++) {
3724 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
3725 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
3731 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3732 UINT width, height;
3733 IWineD3DSurfaceImpl *target;
3735 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3736 checkGLcall("glDepthRange");
3737 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3739 if(stateblock->wineD3DDevice->render_offscreen) {
3740 glViewport(stateblock->viewport.X,
3741 stateblock->viewport.Y,
3742 stateblock->viewport.Width, stateblock->viewport.Height);
3743 } else {
3744 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
3745 target->get_drawable_size(target, &width, &height);
3747 glViewport(stateblock->viewport.X,
3748 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3749 stateblock->viewport.Width, stateblock->viewport.Height);
3752 checkGLcall("glViewport");
3754 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
3755 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
3756 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3757 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3759 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
3760 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
3764 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3765 UINT Index = state - STATE_ACTIVELIGHT(0);
3766 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3768 if(!lightInfo) {
3769 glDisable(GL_LIGHT0 + Index);
3770 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3771 } else {
3772 float quad_att;
3773 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3775 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3776 glMatrixMode(GL_MODELVIEW);
3777 glPushMatrix();
3778 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3780 /* Diffuse: */
3781 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3782 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3783 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3784 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3785 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3786 checkGLcall("glLightfv");
3788 /* Specular */
3789 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3790 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3791 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3792 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3793 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3794 checkGLcall("glLightfv");
3796 /* Ambient */
3797 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3798 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3799 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3800 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3801 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3802 checkGLcall("glLightfv");
3804 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3805 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3806 } else {
3807 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3810 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3811 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3812 * Attenuation0 to NaN and crashes in the gl lib
3815 switch (lightInfo->OriginalParms.Type) {
3816 case WINED3DLIGHT_POINT:
3817 /* Position */
3818 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3819 checkGLcall("glLightfv");
3820 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3821 checkGLcall("glLightf");
3822 /* Attenuation - Are these right? guessing... */
3823 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3824 checkGLcall("glLightf");
3825 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3826 checkGLcall("glLightf");
3827 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3828 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3829 checkGLcall("glLightf");
3830 /* FIXME: Range */
3831 break;
3833 case WINED3DLIGHT_SPOT:
3834 /* Position */
3835 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3836 checkGLcall("glLightfv");
3837 /* Direction */
3838 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3839 checkGLcall("glLightfv");
3840 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3841 checkGLcall("glLightf");
3842 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3843 checkGLcall("glLightf");
3844 /* Attenuation - Are these right? guessing... */
3845 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3846 checkGLcall("glLightf");
3847 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3848 checkGLcall("glLightf");
3849 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3850 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3851 checkGLcall("glLightf");
3852 /* FIXME: Range */
3853 break;
3855 case WINED3DLIGHT_DIRECTIONAL:
3856 /* Direction */
3857 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3858 checkGLcall("glLightfv");
3859 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3860 checkGLcall("glLightf");
3861 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3862 checkGLcall("glLightf");
3863 break;
3865 default:
3866 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3869 /* Restore the modelview matrix */
3870 glPopMatrix();
3872 glEnable(GL_LIGHT0 + Index);
3873 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3876 return;
3879 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3880 RECT *pRect = &stateblock->scissorRect;
3881 UINT height;
3882 UINT width;
3883 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
3885 target->get_drawable_size(target, &width, &height);
3886 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3887 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3889 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
3890 pRect->right - pRect->left, pRect->bottom - pRect->top);
3892 if (stateblock->wineD3DDevice->render_offscreen) {
3893 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3894 } else {
3895 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3897 checkGLcall("glScissor");
3900 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3901 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3902 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3903 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3904 } else {
3905 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3906 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3911 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3912 if(stateblock->wineD3DDevice->render_offscreen) {
3913 glFrontFace(GL_CCW);
3914 checkGLcall("glFrontFace(GL_CCW)");
3915 } else {
3916 glFrontFace(GL_CW);
3917 checkGLcall("glFrontFace(GL_CW)");
3921 const struct StateEntry FFPStateTable[] =
3923 /* State name representative, apply function */
3924 { /* 0, Undefined */ 0, state_undefined },
3925 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3926 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3927 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3928 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3929 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3930 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3931 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3932 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3933 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3934 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3935 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3936 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3937 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3938 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3939 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3940 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3941 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3942 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3943 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3944 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3945 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3946 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3947 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3948 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3949 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3950 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3951 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3952 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3953 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3954 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3955 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3956 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3957 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3958 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3959 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3960 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3961 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3962 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3963 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3964 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3965 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3966 { /* 42, undefined */ 0, state_undefined },
3967 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3968 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3969 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3970 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3971 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3972 { /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog },
3973 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3974 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3975 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3976 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3977 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3978 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3979 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3980 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3981 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3982 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3983 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3984 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3985 { /* 61, Undefined */ 0, state_undefined },
3986 { /* 62, Undefined */ 0, state_undefined },
3987 { /* 63, Undefined */ 0, state_undefined },
3988 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3989 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3990 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3991 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3992 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3993 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3994 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3995 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3996 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3997 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3998 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3999 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4000 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4001 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4002 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4003 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4004 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4005 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4006 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4007 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4008 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4009 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4010 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4011 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4012 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4013 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4014 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4015 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4016 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4017 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4018 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4019 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
4020 { /* 96, Undefined */ 0, state_undefined },
4021 { /* 97, Undefined */ 0, state_undefined },
4022 { /* 98, Undefined */ 0, state_undefined },
4023 { /* 99, Undefined */ 0, state_undefined },
4024 { /*100, Undefined */ 0, state_undefined },
4025 { /*101, Undefined */ 0, state_undefined },
4026 { /*102, Undefined */ 0, state_undefined },
4027 { /*103, Undefined */ 0, state_undefined },
4028 { /*104, Undefined */ 0, state_undefined },
4029 { /*105, Undefined */ 0, state_undefined },
4030 { /*106, Undefined */ 0, state_undefined },
4031 { /*107, Undefined */ 0, state_undefined },
4032 { /*108, Undefined */ 0, state_undefined },
4033 { /*109, Undefined */ 0, state_undefined },
4034 { /*110, Undefined */ 0, state_undefined },
4035 { /*111, Undefined */ 0, state_undefined },
4036 { /*112, Undefined */ 0, state_undefined },
4037 { /*113, Undefined */ 0, state_undefined },
4038 { /*114, Undefined */ 0, state_undefined },
4039 { /*115, Undefined */ 0, state_undefined },
4040 { /*116, Undefined */ 0, state_undefined },
4041 { /*117, Undefined */ 0, state_undefined },
4042 { /*118, Undefined */ 0, state_undefined },
4043 { /*119, Undefined */ 0, state_undefined },
4044 { /*120, Undefined */ 0, state_undefined },
4045 { /*121, Undefined */ 0, state_undefined },
4046 { /*122, Undefined */ 0, state_undefined },
4047 { /*123, Undefined */ 0, state_undefined },
4048 { /*124, Undefined */ 0, state_undefined },
4049 { /*125, Undefined */ 0, state_undefined },
4050 { /*126, Undefined */ 0, state_undefined },
4051 { /*127, Undefined */ 0, state_undefined },
4052 /* Big hole ends */
4053 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4054 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4055 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4056 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4057 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4058 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4059 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4060 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4061 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
4062 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
4063 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
4064 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
4065 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
4066 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
4067 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
4068 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
4069 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
4070 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
4071 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
4072 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
4073 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
4074 { /*149, Undefined */ 0, state_undefined },
4075 { /*150, Undefined */ 0, state_undefined },
4076 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
4077 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
4078 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
4079 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
4080 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
4081 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
4082 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
4083 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
4084 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
4085 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
4086 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
4087 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
4088 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
4089 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
4090 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
4091 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
4092 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
4093 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
4094 { /*169, Undefined */ 0, state_undefined },
4095 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
4096 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
4097 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
4098 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
4099 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
4100 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
4101 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
4102 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
4103 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
4104 { /*177, undefined */ 0, state_undefined },
4105 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4106 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4107 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4108 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4109 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4110 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4111 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
4112 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4113 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4114 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4115 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4116 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
4117 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
4118 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
4119 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
4120 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
4121 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_PIXELSHADER, pixelshader },
4122 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
4123 { /*196, undefined */ 0, state_undefined },
4124 { /*197, undefined */ 0, state_undefined },
4125 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4126 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4127 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4128 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4129 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4130 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4131 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4132 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
4133 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
4134 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
4135 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
4136 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blendop },
4137 /* Texture stage states */
4138 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
4139 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
4140 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
4141 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
4142 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
4143 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
4144 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4145 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4146 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4147 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4148 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4149 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4150 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4151 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4152 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4153 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4154 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4155 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4156 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4157 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4158 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4159 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4160 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4161 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
4162 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4163 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
4164 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
4165 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
4166 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4167 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4168 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4169 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4171 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4172 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4173 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4174 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4175 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4176 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4177 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4178 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4179 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4180 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4181 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4182 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4183 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4184 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4185 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4186 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4187 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4188 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4189 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4190 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4191 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4192 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4193 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4194 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4195 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4196 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4197 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4198 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4199 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4200 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4201 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4202 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4204 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4205 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4206 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4207 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4208 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4209 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4210 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4211 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4212 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4213 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4214 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4215 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4216 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4217 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4218 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4219 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4220 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4221 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4222 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4223 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4224 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4225 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4226 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4227 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4228 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4229 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4230 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4231 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4232 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4233 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4234 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4235 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4237 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4238 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4239 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4240 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4241 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4242 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4243 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4244 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4245 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4246 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4247 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4248 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4249 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4250 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4251 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4252 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4253 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4254 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4255 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4256 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4257 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4258 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4259 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4260 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4261 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4262 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4263 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4264 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4265 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4266 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4267 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4268 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4270 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4271 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4272 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4273 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4274 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4275 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4276 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4277 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4278 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4279 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4280 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4281 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4282 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4283 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4284 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4285 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4286 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4287 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4288 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4289 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4290 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4291 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4292 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4293 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4294 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4295 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4296 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4297 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4298 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4299 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4300 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4301 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4303 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4304 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4305 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4306 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4307 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4308 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4309 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4310 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4311 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4312 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4313 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4314 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4315 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4316 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4317 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4318 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4319 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4320 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4321 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4322 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4323 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4324 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4325 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4326 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4327 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4328 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4329 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4330 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4331 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4332 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4333 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4334 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4336 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4337 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4338 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4339 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4340 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4341 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4342 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4343 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4344 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4345 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4346 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4347 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4348 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4349 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4350 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4351 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4352 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4353 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4354 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4355 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4356 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4357 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4358 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4359 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4360 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4361 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4362 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4363 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4364 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4365 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4366 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4367 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4369 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4370 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4371 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4372 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4373 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4374 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4375 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4376 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4377 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4378 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4379 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4380 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4381 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4382 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4383 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4384 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4385 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4386 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4387 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4388 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4389 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4390 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4391 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4392 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4393 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4394 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4395 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4396 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4397 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4398 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4399 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4400 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4401 /* Sampler states */
4402 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
4403 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
4404 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
4405 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
4406 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
4407 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
4408 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
4409 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
4410 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
4411 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
4412 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
4413 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
4414 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
4415 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
4416 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
4417 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
4418 { /*16, Vertex sampler 0 */ STATE_SAMPLER(16), sampler },
4419 { /*17, Vertex sampler 1 */ STATE_SAMPLER(17), sampler },
4420 { /*18, Vertex sampler 2 */ STATE_SAMPLER(18), sampler },
4421 { /*19, Vertex sampler 3 */ STATE_SAMPLER(19), sampler },
4422 /* Pixel shader */
4423 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
4424 /* Transform states follow */
4425 { /* 1, undefined */ 0, state_undefined },
4426 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
4427 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
4428 { /* 4, undefined */ 0, state_undefined },
4429 { /* 5, undefined */ 0, state_undefined },
4430 { /* 6, undefined */ 0, state_undefined },
4431 { /* 7, undefined */ 0, state_undefined },
4432 { /* 8, undefined */ 0, state_undefined },
4433 { /* 9, undefined */ 0, state_undefined },
4434 { /* 10, undefined */ 0, state_undefined },
4435 { /* 11, undefined */ 0, state_undefined },
4436 { /* 12, undefined */ 0, state_undefined },
4437 { /* 13, undefined */ 0, state_undefined },
4438 { /* 14, undefined */ 0, state_undefined },
4439 { /* 15, undefined */ 0, state_undefined },
4440 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
4441 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4442 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4443 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4444 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4445 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4446 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4447 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4448 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
4449 { /* 24, undefined */ 0, state_undefined },
4450 { /* 25, undefined */ 0, state_undefined },
4451 { /* 26, undefined */ 0, state_undefined },
4452 { /* 27, undefined */ 0, state_undefined },
4453 { /* 28, undefined */ 0, state_undefined },
4454 { /* 29, undefined */ 0, state_undefined },
4455 { /* 30, undefined */ 0, state_undefined },
4456 { /* 31, undefined */ 0, state_undefined },
4457 { /* 32, undefined */ 0, state_undefined },
4458 { /* 33, undefined */ 0, state_undefined },
4459 { /* 34, undefined */ 0, state_undefined },
4460 { /* 35, undefined */ 0, state_undefined },
4461 { /* 36, undefined */ 0, state_undefined },
4462 { /* 37, undefined */ 0, state_undefined },
4463 { /* 38, undefined */ 0, state_undefined },
4464 { /* 39, undefined */ 0, state_undefined },
4465 { /* 40, undefined */ 0, state_undefined },
4466 { /* 41, undefined */ 0, state_undefined },
4467 { /* 42, undefined */ 0, state_undefined },
4468 { /* 43, undefined */ 0, state_undefined },
4469 { /* 44, undefined */ 0, state_undefined },
4470 { /* 45, undefined */ 0, state_undefined },
4471 { /* 46, undefined */ 0, state_undefined },
4472 { /* 47, undefined */ 0, state_undefined },
4473 { /* 48, undefined */ 0, state_undefined },
4474 { /* 49, undefined */ 0, state_undefined },
4475 { /* 50, undefined */ 0, state_undefined },
4476 { /* 51, undefined */ 0, state_undefined },
4477 { /* 52, undefined */ 0, state_undefined },
4478 { /* 53, undefined */ 0, state_undefined },
4479 { /* 54, undefined */ 0, state_undefined },
4480 { /* 55, undefined */ 0, state_undefined },
4481 { /* 56, undefined */ 0, state_undefined },
4482 { /* 57, undefined */ 0, state_undefined },
4483 { /* 58, undefined */ 0, state_undefined },
4484 { /* 59, undefined */ 0, state_undefined },
4485 { /* 60, undefined */ 0, state_undefined },
4486 { /* 61, undefined */ 0, state_undefined },
4487 { /* 62, undefined */ 0, state_undefined },
4488 { /* 63, undefined */ 0, state_undefined },
4489 { /* 64, undefined */ 0, state_undefined },
4490 { /* 65, undefined */ 0, state_undefined },
4491 { /* 66, undefined */ 0, state_undefined },
4492 { /* 67, undefined */ 0, state_undefined },
4493 { /* 68, undefined */ 0, state_undefined },
4494 { /* 69, undefined */ 0, state_undefined },
4495 { /* 70, undefined */ 0, state_undefined },
4496 { /* 71, undefined */ 0, state_undefined },
4497 { /* 72, undefined */ 0, state_undefined },
4498 { /* 73, undefined */ 0, state_undefined },
4499 { /* 74, undefined */ 0, state_undefined },
4500 { /* 75, undefined */ 0, state_undefined },
4501 { /* 76, undefined */ 0, state_undefined },
4502 { /* 77, undefined */ 0, state_undefined },
4503 { /* 78, undefined */ 0, state_undefined },
4504 { /* 79, undefined */ 0, state_undefined },
4505 { /* 80, undefined */ 0, state_undefined },
4506 { /* 81, undefined */ 0, state_undefined },
4507 { /* 82, undefined */ 0, state_undefined },
4508 { /* 83, undefined */ 0, state_undefined },
4509 { /* 84, undefined */ 0, state_undefined },
4510 { /* 85, undefined */ 0, state_undefined },
4511 { /* 86, undefined */ 0, state_undefined },
4512 { /* 87, undefined */ 0, state_undefined },
4513 { /* 88, undefined */ 0, state_undefined },
4514 { /* 89, undefined */ 0, state_undefined },
4515 { /* 90, undefined */ 0, state_undefined },
4516 { /* 91, undefined */ 0, state_undefined },
4517 { /* 92, undefined */ 0, state_undefined },
4518 { /* 93, undefined */ 0, state_undefined },
4519 { /* 94, undefined */ 0, state_undefined },
4520 { /* 95, undefined */ 0, state_undefined },
4521 { /* 96, undefined */ 0, state_undefined },
4522 { /* 97, undefined */ 0, state_undefined },
4523 { /* 98, undefined */ 0, state_undefined },
4524 { /* 99, undefined */ 0, state_undefined },
4525 { /*100, undefined */ 0, state_undefined },
4526 { /*101, undefined */ 0, state_undefined },
4527 { /*102, undefined */ 0, state_undefined },
4528 { /*103, undefined */ 0, state_undefined },
4529 { /*104, undefined */ 0, state_undefined },
4530 { /*105, undefined */ 0, state_undefined },
4531 { /*106, undefined */ 0, state_undefined },
4532 { /*107, undefined */ 0, state_undefined },
4533 { /*108, undefined */ 0, state_undefined },
4534 { /*109, undefined */ 0, state_undefined },
4535 { /*110, undefined */ 0, state_undefined },
4536 { /*111, undefined */ 0, state_undefined },
4537 { /*112, undefined */ 0, state_undefined },
4538 { /*113, undefined */ 0, state_undefined },
4539 { /*114, undefined */ 0, state_undefined },
4540 { /*115, undefined */ 0, state_undefined },
4541 { /*116, undefined */ 0, state_undefined },
4542 { /*117, undefined */ 0, state_undefined },
4543 { /*118, undefined */ 0, state_undefined },
4544 { /*119, undefined */ 0, state_undefined },
4545 { /*120, undefined */ 0, state_undefined },
4546 { /*121, undefined */ 0, state_undefined },
4547 { /*122, undefined */ 0, state_undefined },
4548 { /*123, undefined */ 0, state_undefined },
4549 { /*124, undefined */ 0, state_undefined },
4550 { /*125, undefined */ 0, state_undefined },
4551 { /*126, undefined */ 0, state_undefined },
4552 { /*127, undefined */ 0, state_undefined },
4553 { /*128, undefined */ 0, state_undefined },
4554 { /*129, undefined */ 0, state_undefined },
4555 { /*130, undefined */ 0, state_undefined },
4556 { /*131, undefined */ 0, state_undefined },
4557 { /*132, undefined */ 0, state_undefined },
4558 { /*133, undefined */ 0, state_undefined },
4559 { /*134, undefined */ 0, state_undefined },
4560 { /*135, undefined */ 0, state_undefined },
4561 { /*136, undefined */ 0, state_undefined },
4562 { /*137, undefined */ 0, state_undefined },
4563 { /*138, undefined */ 0, state_undefined },
4564 { /*139, undefined */ 0, state_undefined },
4565 { /*140, undefined */ 0, state_undefined },
4566 { /*141, undefined */ 0, state_undefined },
4567 { /*142, undefined */ 0, state_undefined },
4568 { /*143, undefined */ 0, state_undefined },
4569 { /*144, undefined */ 0, state_undefined },
4570 { /*145, undefined */ 0, state_undefined },
4571 { /*146, undefined */ 0, state_undefined },
4572 { /*147, undefined */ 0, state_undefined },
4573 { /*148, undefined */ 0, state_undefined },
4574 { /*149, undefined */ 0, state_undefined },
4575 { /*150, undefined */ 0, state_undefined },
4576 { /*151, undefined */ 0, state_undefined },
4577 { /*152, undefined */ 0, state_undefined },
4578 { /*153, undefined */ 0, state_undefined },
4579 { /*154, undefined */ 0, state_undefined },
4580 { /*155, undefined */ 0, state_undefined },
4581 { /*156, undefined */ 0, state_undefined },
4582 { /*157, undefined */ 0, state_undefined },
4583 { /*158, undefined */ 0, state_undefined },
4584 { /*159, undefined */ 0, state_undefined },
4585 { /*160, undefined */ 0, state_undefined },
4586 { /*161, undefined */ 0, state_undefined },
4587 { /*162, undefined */ 0, state_undefined },
4588 { /*163, undefined */ 0, state_undefined },
4589 { /*164, undefined */ 0, state_undefined },
4590 { /*165, undefined */ 0, state_undefined },
4591 { /*166, undefined */ 0, state_undefined },
4592 { /*167, undefined */ 0, state_undefined },
4593 { /*168, undefined */ 0, state_undefined },
4594 { /*169, undefined */ 0, state_undefined },
4595 { /*170, undefined */ 0, state_undefined },
4596 { /*171, undefined */ 0, state_undefined },
4597 { /*172, undefined */ 0, state_undefined },
4598 { /*173, undefined */ 0, state_undefined },
4599 { /*174, undefined */ 0, state_undefined },
4600 { /*175, undefined */ 0, state_undefined },
4601 { /*176, undefined */ 0, state_undefined },
4602 { /*177, undefined */ 0, state_undefined },
4603 { /*178, undefined */ 0, state_undefined },
4604 { /*179, undefined */ 0, state_undefined },
4605 { /*180, undefined */ 0, state_undefined },
4606 { /*181, undefined */ 0, state_undefined },
4607 { /*182, undefined */ 0, state_undefined },
4608 { /*183, undefined */ 0, state_undefined },
4609 { /*184, undefined */ 0, state_undefined },
4610 { /*185, undefined */ 0, state_undefined },
4611 { /*186, undefined */ 0, state_undefined },
4612 { /*187, undefined */ 0, state_undefined },
4613 { /*188, undefined */ 0, state_undefined },
4614 { /*189, undefined */ 0, state_undefined },
4615 { /*190, undefined */ 0, state_undefined },
4616 { /*191, undefined */ 0, state_undefined },
4617 { /*192, undefined */ 0, state_undefined },
4618 { /*193, undefined */ 0, state_undefined },
4619 { /*194, undefined */ 0, state_undefined },
4620 { /*195, undefined */ 0, state_undefined },
4621 { /*196, undefined */ 0, state_undefined },
4622 { /*197, undefined */ 0, state_undefined },
4623 { /*198, undefined */ 0, state_undefined },
4624 { /*199, undefined */ 0, state_undefined },
4625 { /*200, undefined */ 0, state_undefined },
4626 { /*201, undefined */ 0, state_undefined },
4627 { /*202, undefined */ 0, state_undefined },
4628 { /*203, undefined */ 0, state_undefined },
4629 { /*204, undefined */ 0, state_undefined },
4630 { /*205, undefined */ 0, state_undefined },
4631 { /*206, undefined */ 0, state_undefined },
4632 { /*207, undefined */ 0, state_undefined },
4633 { /*208, undefined */ 0, state_undefined },
4634 { /*209, undefined */ 0, state_undefined },
4635 { /*210, undefined */ 0, state_undefined },
4636 { /*211, undefined */ 0, state_undefined },
4637 { /*212, undefined */ 0, state_undefined },
4638 { /*213, undefined */ 0, state_undefined },
4639 { /*214, undefined */ 0, state_undefined },
4640 { /*215, undefined */ 0, state_undefined },
4641 { /*216, undefined */ 0, state_undefined },
4642 { /*217, undefined */ 0, state_undefined },
4643 { /*218, undefined */ 0, state_undefined },
4644 { /*219, undefined */ 0, state_undefined },
4645 { /*220, undefined */ 0, state_undefined },
4646 { /*221, undefined */ 0, state_undefined },
4647 { /*222, undefined */ 0, state_undefined },
4648 { /*223, undefined */ 0, state_undefined },
4649 { /*224, undefined */ 0, state_undefined },
4650 { /*225, undefined */ 0, state_undefined },
4651 { /*226, undefined */ 0, state_undefined },
4652 { /*227, undefined */ 0, state_undefined },
4653 { /*228, undefined */ 0, state_undefined },
4654 { /*229, undefined */ 0, state_undefined },
4655 { /*230, undefined */ 0, state_undefined },
4656 { /*231, undefined */ 0, state_undefined },
4657 { /*232, undefined */ 0, state_undefined },
4658 { /*233, undefined */ 0, state_undefined },
4659 { /*234, undefined */ 0, state_undefined },
4660 { /*235, undefined */ 0, state_undefined },
4661 { /*236, undefined */ 0, state_undefined },
4662 { /*237, undefined */ 0, state_undefined },
4663 { /*238, undefined */ 0, state_undefined },
4664 { /*239, undefined */ 0, state_undefined },
4665 { /*240, undefined */ 0, state_undefined },
4666 { /*241, undefined */ 0, state_undefined },
4667 { /*242, undefined */ 0, state_undefined },
4668 { /*243, undefined */ 0, state_undefined },
4669 { /*244, undefined */ 0, state_undefined },
4670 { /*245, undefined */ 0, state_undefined },
4671 { /*246, undefined */ 0, state_undefined },
4672 { /*247, undefined */ 0, state_undefined },
4673 { /*248, undefined */ 0, state_undefined },
4674 { /*249, undefined */ 0, state_undefined },
4675 { /*250, undefined */ 0, state_undefined },
4676 { /*251, undefined */ 0, state_undefined },
4677 { /*252, undefined */ 0, state_undefined },
4678 { /*253, undefined */ 0, state_undefined },
4679 { /*254, undefined */ 0, state_undefined },
4680 { /*255, undefined */ 0, state_undefined },
4681 /* End huge gap */
4682 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4683 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4684 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4685 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4686 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4687 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4688 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4689 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4690 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4691 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4692 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4693 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4694 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4695 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4696 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4697 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4698 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4699 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4700 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4701 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4702 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4703 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4704 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4705 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4706 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4707 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4708 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4709 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4710 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4711 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4712 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4713 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4714 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4715 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4716 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4717 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4718 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4719 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4720 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4721 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4722 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4723 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4724 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4725 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4726 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4727 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4728 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4729 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4730 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4731 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4732 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4733 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4734 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4735 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4736 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4737 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4738 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4739 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4740 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4741 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4742 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4743 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4744 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4745 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4746 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4747 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4748 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4749 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4750 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4751 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4752 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4753 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4754 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4755 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4756 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4757 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4758 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4759 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4760 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4761 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4762 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4763 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4764 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4765 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4766 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4767 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4768 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4769 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4770 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4771 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4772 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4773 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4774 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4775 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4776 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4777 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4778 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4779 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4780 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4781 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4782 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4783 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4784 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4785 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4786 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4787 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4788 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4789 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4790 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4791 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4792 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4793 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4794 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4795 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4796 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4797 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4798 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4799 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4800 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4801 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4802 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4803 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4804 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4805 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4806 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4807 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4808 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4809 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4810 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4811 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4812 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4813 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4814 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4815 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4816 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4817 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4818 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4819 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4820 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4821 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4822 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4823 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4824 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4825 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4826 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4827 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4828 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4829 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4830 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4831 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4832 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4833 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4834 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4835 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4836 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4837 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4838 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4839 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4840 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4841 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4842 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4843 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4844 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4845 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4846 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4847 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4848 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4849 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4850 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4851 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4852 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4853 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4854 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4855 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4856 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4857 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4858 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4859 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4860 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4861 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4862 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4863 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4864 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4865 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4866 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4867 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4868 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4869 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4870 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4871 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4872 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4873 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4874 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4875 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4876 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4877 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4878 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4879 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4880 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4881 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4882 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4883 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4884 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4885 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4886 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4887 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4888 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4889 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4890 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4891 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4892 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4893 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4894 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4895 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4896 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4897 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4898 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4899 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4900 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4901 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4902 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4903 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4904 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4905 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4906 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4907 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4908 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4909 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4910 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4911 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4912 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4913 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4914 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4915 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4916 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4917 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4918 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4919 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4920 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4921 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4922 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4923 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4924 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4925 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4926 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4927 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4928 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4929 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4930 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4931 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4932 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4933 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4934 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4935 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4936 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4937 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4938 /* Various Vertex states follow */
4939 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4940 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4941 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4942 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4943 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4944 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4945 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4946 /* Lights */
4947 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4948 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4949 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4950 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4951 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4952 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4953 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4954 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4956 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4957 /* Clip planes */
4958 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4959 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4960 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4961 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4962 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4963 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4964 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4965 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4966 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4967 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4968 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4969 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4970 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4971 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4972 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4973 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4974 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4975 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4976 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4977 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4978 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4979 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4980 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4981 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4982 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4983 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4984 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4985 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4986 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4987 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4988 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4989 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },
4991 { /* STATE_MATERIAL */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
4992 { /* STATE_FRONTFACE */ STATE_FRONTFACE, frontface },