push 83f6eeab4f78cf34cba36fe6c2150f9c23ec0aba
[wine/hacks.git] / dlls / wined3d / state.c
blobfe25e4b491e522640f2deb660c73cced85fedd7c
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
39 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
40 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
41 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
43 if(STATE_IS_RENDER(state)) {
44 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
45 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
46 } else {
47 /* Shouldn't have an unknown type here */
48 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
52 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
53 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
54 * list without causing confusing terminal output. Deliberately no special debug name here
55 * because its undefined.
57 WARN("undefined state %d\n", state);
60 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
61 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
63 switch(Value) {
64 case WINED3DFILL_POINT:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
67 break;
68 case WINED3DFILL_WIREFRAME:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
71 break;
72 case WINED3DFILL_SOLID:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
75 break;
76 default:
77 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
81 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
82 BOOL transformed;
84 /* Lighting is not enabled if transformed vertices are drawn
85 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86 * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
87 * vertex declaration appplying function calls this function for updating
90 if(isStateDirty(context, STATE_VDECL)) {
91 return;
94 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
95 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
96 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
98 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
99 glEnable(GL_LIGHTING);
100 checkGLcall("glEnable GL_LIGHTING");
101 } else {
102 glDisable(GL_LIGHTING);
103 checkGLcall("glDisable GL_LIGHTING");
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
108 /* No z test without depth stencil buffers */
109 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
110 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
111 checkGLcall("glDisable GL_DEPTH_TEST");
112 return;
115 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
116 case WINED3DZB_FALSE:
117 glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
119 break;
120 case WINED3DZB_TRUE:
121 glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
123 break;
124 case WINED3DZB_USEW:
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
128 break;
129 default:
130 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
134 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
135 /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
137 /* If we are culling "back faces with clockwise vertices" then
138 set front faces to be counter clockwise and enable culling
139 of back faces */
140 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
141 case WINED3DCULL_NONE:
142 glDisable(GL_CULL_FACE);
143 checkGLcall("glDisable GL_CULL_FACE");
144 break;
145 case WINED3DCULL_CW:
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
148 if (stateblock->wineD3DDevice->render_offscreen) {
149 glFrontFace(GL_CW);
150 checkGLcall("glFrontFace GL_CW");
151 } else {
152 glFrontFace(GL_CCW);
153 checkGLcall("glFrontFace GL_CCW");
155 glCullFace(GL_BACK);
156 break;
157 case WINED3DCULL_CCW:
158 glEnable(GL_CULL_FACE);
159 checkGLcall("glEnable GL_CULL_FACE");
160 if (stateblock->wineD3DDevice->render_offscreen) {
161 glFrontFace(GL_CCW);
162 checkGLcall("glFrontFace GL_CCW");
163 } else {
164 glFrontFace(GL_CW);
165 checkGLcall("glFrontFace GL_CW");
167 glCullFace(GL_BACK);
168 break;
169 default:
170 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
174 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
175 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
176 case WINED3DSHADE_FLAT:
177 glShadeModel(GL_FLAT);
178 checkGLcall("glShadeModel(GL_FLAT)");
179 break;
180 case WINED3DSHADE_GOURAUD:
181 glShadeModel(GL_SMOOTH);
182 checkGLcall("glShadeModel(GL_SMOOTH)");
183 break;
184 case WINED3DSHADE_PHONG:
185 FIXME("WINED3DSHADE_PHONG isn't supported\n");
186 break;
187 default:
188 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
192 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
194 glEnable(GL_DITHER);
195 checkGLcall("glEnable GL_DITHER");
196 } else {
197 glDisable(GL_DITHER);
198 checkGLcall("glDisable GL_DITHER");
202 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
204 * this has to be merged with ZENABLE and ZFUNC
206 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
207 glDepthMask(1);
208 checkGLcall("glDepthMask(1)");
209 } else {
210 glDepthMask(0);
211 checkGLcall("glDepthMask(0)");
215 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
216 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
218 if(glParm) {
219 glDepthFunc(glParm);
220 checkGLcall("glDepthFunc");
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
225 float col[4];
226 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
228 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
229 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
230 checkGLcall("glLightModel for MODEL_AMBIENT");
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234 int srcBlend = GL_ZERO;
235 int dstBlend = GL_ZERO;
237 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
239 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
240 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
241 glEnable(GL_BLEND);
242 checkGLcall("glEnable GL_BLEND");
243 } else {
244 glDisable(GL_BLEND);
245 checkGLcall("glDisable GL_BLEND");
246 /* Nothing more to do - get out */
247 return;
250 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
251 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
252 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
253 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
254 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
255 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
256 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
257 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
258 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
259 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
260 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
262 case WINED3DBLEND_SRCALPHASAT :
263 dstBlend = GL_SRC_ALPHA_SATURATE;
264 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
265 break;
267 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
268 * values which are still valid up to d3d9. They should not occur as dest blend values
270 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
271 srcBlend = GL_SRC_ALPHA;
272 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
273 break;
275 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
276 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
277 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
278 break;
280 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
281 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
282 default:
283 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
286 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
287 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
288 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
289 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
290 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
291 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
292 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
293 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
294 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
295 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
296 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
297 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
299 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
300 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
301 break;
303 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
304 dstBlend = GL_SRC_ALPHA;
305 break;
307 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
308 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
309 default:
310 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
314 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
315 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
316 glEnable(GL_LINE_SMOOTH);
317 checkGLcall("glEnable(GL_LINE_SMOOTH)");
318 if(srcBlend != GL_SRC_ALPHA) {
319 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
321 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
322 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
324 } else {
325 glDisable(GL_LINE_SMOOTH);
326 checkGLcall("glDisable(GL_LINE_SMOOTH)");
329 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
330 glBlendFunc(srcBlend, dstBlend);
331 checkGLcall("glBlendFunc");
334 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
335 float col[4];
337 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
338 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
339 GL_EXTCALL(glBlendColor (col[0],col[1],col[2],col[3]));
340 checkGLcall("glBlendColor");
343 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
344 int glParm = 0;
345 float ref;
346 BOOL enable_ckey = FALSE;
348 IWineD3DSurfaceImpl *surf;
350 /* Find out if the texture on the first stage has a ckey set
351 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
352 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
353 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
354 * in case it finds some texture+colorkeyenable combination which needs extra care.
356 if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
357 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
359 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
360 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
361 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
362 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
363 * surface has alpha bits
365 if(fmt->alphaMask == 0x00000000) {
366 enable_ckey = TRUE;
371 if(enable_ckey || context->last_was_ckey) {
372 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
374 context->last_was_ckey = enable_ckey;
376 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
377 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
378 glEnable(GL_ALPHA_TEST);
379 checkGLcall("glEnable GL_ALPHA_TEST");
380 } else {
381 glDisable(GL_ALPHA_TEST);
382 checkGLcall("glDisable GL_ALPHA_TEST");
383 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
384 * enable call
386 return;
389 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
390 glParm = GL_NOTEQUAL;
391 ref = 0.0;
392 } else {
393 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
394 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
396 if(glParm) {
397 glAlphaFunc(glParm, ref);
398 checkGLcall("glAlphaFunc");
402 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
403 DWORD enable = 0xFFFFFFFF;
404 DWORD disable = 0x00000000;
406 if (use_vs(stateblock->wineD3DDevice)) {
407 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
408 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
409 * contitions I got sick of tracking down. The shader state handler disables all clip planes because
410 * of that - don't do anything here and keep them disabled
412 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
413 static BOOL warned = FALSE;
414 if(!warned) {
415 FIXME("Clipping not supported with vertex shaders\n");
416 warned = TRUE;
419 return;
422 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
423 * of already set values
426 /* If enabling / disabling all
427 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
429 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
430 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
431 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
432 } else {
433 disable = 0xffffffff;
434 enable = 0x00;
437 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
438 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
439 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
440 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
441 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
442 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
444 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
445 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
446 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
447 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
448 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
449 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
451 /** update clipping status */
452 if (enable) {
453 stateblock->clip_status.ClipUnion = 0;
454 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
455 } else {
456 stateblock->clip_status.ClipUnion = 0;
457 stateblock->clip_status.ClipIntersection = 0;
461 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
462 int glParm = GL_FUNC_ADD;
464 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
465 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
466 return;
469 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
470 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
471 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
472 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
473 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
474 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
475 default:
476 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
479 TRACE("glBlendEquation(%x)\n", glParm);
480 GL_EXTCALL(glBlendEquation(glParm));
481 checkGLcall("glBlendEquation");
484 static void
485 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
486 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
487 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
488 * specular color. This is wrong:
489 * Separate specular color means the specular colour is maintained separately, whereas
490 * single color means it is merged in. However in both cases they are being used to
491 * some extent.
492 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
493 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
494 * running 1.4 yet!
497 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
498 * Instead, we need to setup the FinalCombiner properly.
500 * The default setup for the FinalCombiner is:
502 * <variable> <input> <mapping> <usage>
503 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
504 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
505 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
506 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
507 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
508 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
509 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
511 * That's pretty much fine as it is, except for variable B, which needs to take
512 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
513 * whether WINED3DRS_SPECULARENABLE is enabled or not.
516 TRACE("Setting specular enable state and materials\n");
517 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
518 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
519 checkGLcall("glMaterialfv");
521 if(stateblock->material.Power > 128.0) {
522 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
523 * and 128.0, although in d3d neither -1 nor 129 produce an error. For values > 128 clamp
524 * them, since 128 results in a hardly visible specular highlight, so it should be safe to
525 * to clamp to 128
527 WARN("Material power > 128\n");
528 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.0);
529 } else {
530 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
532 checkGLcall("glMaterialf(GL_SHININESS");
534 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
535 glEnable(GL_COLOR_SUM_EXT);
536 } else {
537 TRACE("Specular colors cannot be enabled in this version of opengl\n");
539 checkGLcall("glEnable(GL_COLOR_SUM)");
541 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
542 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
543 checkGLcall("glFinalCombinerInputNV()");
545 } else {
546 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
548 /* for the case of enabled lighting: */
549 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
550 checkGLcall("glMaterialfv");
552 /* for the case of disabled lighting: */
553 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
554 glDisable(GL_COLOR_SUM_EXT);
555 } else {
556 TRACE("Specular colors cannot be disabled in this version of opengl\n");
558 checkGLcall("glDisable(GL_COLOR_SUM)");
560 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
561 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
562 checkGLcall("glFinalCombinerInputNV()");
566 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
567 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
568 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
569 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
570 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
571 stateblock->material.Specular.b, stateblock->material.Specular.a);
572 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
573 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
575 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
576 checkGLcall("glMaterialfv(GL_AMBIENT)");
577 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
578 checkGLcall("glMaterialfv(GL_DIFFUSE)");
579 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
580 checkGLcall("glMaterialfv(GL_EMISSION)");
583 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
584 unsigned int i;
586 /* Note the texture color applies to all textures whereas
587 * GL_TEXTURE_ENV_COLOR applies to active only
589 float col[4];
590 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
592 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
593 /* And now the default texture color as well */
594 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
595 /* Note the WINED3DRS value applies to all textures, but GL has one
596 * per texture, so apply it now ready to be used!
598 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
599 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
600 checkGLcall("glActiveTextureARB");
601 } else if (i>0) {
602 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
605 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
606 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
608 } else {
609 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
613 static void
614 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
615 #if 0 /* Don't use OpenGL 2.0 calls for now */
616 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
617 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
618 checkGLcall("glStencilFuncSeparate(...)");
619 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
620 checkGLcall("glStencilOpSeparate(...)");
622 else
623 #endif
624 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
625 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
626 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
627 GL_EXTCALL(glActiveStencilFaceEXT(face));
628 checkGLcall("glActiveStencilFaceEXT(...)");
629 glStencilFunc(func, ref, mask);
630 checkGLcall("glStencilFunc(...)");
631 glStencilOp(stencilFail, depthFail, stencilPass);
632 checkGLcall("glStencilOp(...)");
633 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
634 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
635 checkGLcall("glStencilFuncSeparateATI(...)");
636 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
637 checkGLcall("glStencilOpSeparateATI(...)");
638 } else {
639 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
643 static void
644 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
645 DWORD onesided_enable = FALSE;
646 DWORD twosided_enable = FALSE;
647 GLint func = GL_ALWAYS;
648 GLint func_ccw = GL_ALWAYS;
649 GLint ref = 0;
650 GLuint mask = 0;
651 GLint stencilFail = GL_KEEP;
652 GLint depthFail = GL_KEEP;
653 GLint stencilPass = GL_KEEP;
654 GLint stencilFail_ccw = GL_KEEP;
655 GLint depthFail_ccw = GL_KEEP;
656 GLint stencilPass_ccw = GL_KEEP;
658 /* No stencil test without a stencil buffer */
659 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
660 glDisable(GL_STENCIL_TEST);
661 checkGLcall("glDisable GL_STENCIL_TEST");
662 return;
665 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
666 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
667 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
668 func = GL_ALWAYS;
669 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
670 func = GL_ALWAYS;
671 ref = stateblock->renderState[WINED3DRS_STENCILREF];
672 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
673 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
674 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
675 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
676 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
677 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
678 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
680 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
681 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
682 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
683 onesided_enable, twosided_enable, ref, mask,
684 func, stencilFail, depthFail, stencilPass,
685 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
687 if (twosided_enable) {
688 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
689 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
690 } else {
691 if (onesided_enable) {
692 glEnable(GL_STENCIL_TEST);
693 checkGLcall("glEnable GL_STENCIL_TEST");
694 glStencilFunc(func, ref, mask);
695 checkGLcall("glStencilFunc(...)");
696 glStencilOp(stencilFail, depthFail, stencilPass);
697 checkGLcall("glStencilOp(...)");
698 } else {
699 glDisable(GL_STENCIL_TEST);
700 checkGLcall("glDisable GL_STENCIL_TEST");
705 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
706 if(stateblock->wineD3DDevice->stencilBufferTarget) {
707 glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
708 } else {
709 glStencilMask(0);
711 checkGLcall("glStencilMask");
714 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
715 /* TODO: Put this into the vertex type block once that is in the state table */
716 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
717 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
718 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
719 float fogstart, fogend;
721 union {
722 DWORD d;
723 float f;
724 } tmpvalue;
726 if (!fogenable) {
727 /* No fog? Disable it, and we're done :-) */
728 glDisable(GL_FOG);
729 checkGLcall("glDisable GL_FOG");
730 if( use_ps(stateblock->wineD3DDevice)
731 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
732 /* disable fog in the pixel shader
733 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
734 * -1/(e-s) and e/(e-s) respectively.
736 glFogf(GL_FOG_START, 0.0f);
737 checkGLcall("glFogf(GL_FOG_START, fogstart");
738 glFogf(GL_FOG_END, 1.0f);
739 checkGLcall("glFogf(GL_FOG_END, fogend");
741 return;
744 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
745 fogstart = tmpvalue.f;
746 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
747 fogend = tmpvalue.f;
749 /* Fog Rules:
751 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
752 * It can use the Z value of the vertex, or the alpha component of the specular color.
753 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
754 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
755 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
757 * FOGTABLEMODE != NONE:
758 * The Z value is used, with the equation specified, no matter what vertex type.
760 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
761 * Per vertex fog is calculated using the specified fog equation and the parameters
763 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
764 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
765 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
768 * Rules for vertex fog with shaders:
770 * When mixing fixed function functionality with the programmable pipeline, D3D expects
771 * the fog computation to happen during transformation while openGL expects it to happen
772 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
773 * the pixel shader while openGL always expects the pixel shader to handle the blending.
774 * To solve this problem, WineD3D does:
775 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
776 * shader,
777 * and 2) disables the fog computation (in either the fixed function or programmable
778 * rasterizer) if using a vertex program.
781 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
782 * without shaders).
785 if( is_ps3 ) {
786 if( !use_vs(stateblock->wineD3DDevice)
787 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
788 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
792 if (use_vs(stateblock->wineD3DDevice)
793 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
794 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
795 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
796 /* Disable fog */
797 fogenable = FALSE;
798 } else {
799 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
800 glFogi(GL_FOG_MODE, GL_LINEAR);
801 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
802 fogstart = 1.0;
803 fogend = 0.0;
806 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
807 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
808 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
809 context->fog_coord = FALSE;
811 context->last_was_foggy_shader = TRUE;
813 else if( use_ps(stateblock->wineD3DDevice) ) {
814 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
815 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
817 WINED3DFOGMODE mode;
818 context->last_was_foggy_shader = FALSE;
820 /* If both fogmodes are set use the table fog mode */
821 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
822 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
823 else
824 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
826 switch (mode) {
827 case WINED3DFOG_EXP:
828 case WINED3DFOG_EXP2:
829 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
830 /* Disable fog */
831 fogenable = FALSE;
832 break;
834 case WINED3DFOG_LINEAR:
835 fogstart = -1.0f/(fogend-fogstart);
836 fogend *= -fogstart;
837 break;
839 case WINED3DFOG_NONE:
840 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
841 /* Disable fog */
842 fogenable = FALSE;
843 break;
844 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
847 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
848 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
849 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
850 context->fog_coord = FALSE;
853 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
854 * the system will apply only pixel(=table) fog effects."
856 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
857 glHint(GL_FOG_HINT, GL_FASTEST);
858 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
859 context->last_was_foggy_shader = FALSE;
861 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
862 /* If processed vertices are used, fall through to the NONE case */
863 case WINED3DFOG_EXP: {
864 if(!context->last_was_rhw) {
865 glFogi(GL_FOG_MODE, GL_EXP);
866 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
867 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
868 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
869 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
870 context->fog_coord = FALSE;
872 break;
875 case WINED3DFOG_EXP2: {
876 if(!context->last_was_rhw) {
877 glFogi(GL_FOG_MODE, GL_EXP2);
878 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
879 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
880 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
881 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
882 context->fog_coord = FALSE;
884 break;
887 case WINED3DFOG_LINEAR: {
888 if(!context->last_was_rhw) {
889 glFogi(GL_FOG_MODE, GL_LINEAR);
890 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
891 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
892 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
893 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
894 context->fog_coord = FALSE;
896 break;
899 case WINED3DFOG_NONE: {
900 /* Both are none? According to msdn the alpha channel of the specular
901 * color contains a fog factor. Set it in drawStridedSlow.
902 * Same happens with Vertexfog on transformed vertices
904 if(GL_SUPPORT(EXT_FOG_COORD)) {
905 if(context->fog_coord == FALSE) {
906 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
907 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
908 context->fog_coord = TRUE;
910 glFogi(GL_FOG_MODE, GL_LINEAR);
911 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
912 fogstart = 0xff;
913 fogend = 0x0;
914 } else {
915 /* Disable GL fog, handle this in software in drawStridedSlow */
916 fogenable = FALSE;
918 break;
920 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
922 } else {
923 glHint(GL_FOG_HINT, GL_NICEST);
924 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
925 context->last_was_foggy_shader = FALSE;
927 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
928 case WINED3DFOG_EXP:
929 glFogi(GL_FOG_MODE, GL_EXP);
930 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
931 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
932 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
933 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
934 context->fog_coord = FALSE;
936 break;
938 case WINED3DFOG_EXP2:
939 glFogi(GL_FOG_MODE, GL_EXP2);
940 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
941 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
942 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
943 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
944 context->fog_coord = FALSE;
946 break;
948 case WINED3DFOG_LINEAR:
949 glFogi(GL_FOG_MODE, GL_LINEAR);
950 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
951 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
952 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
953 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
954 context->fog_coord = FALSE;
956 break;
958 case WINED3DFOG_NONE: /* Won't happen */
959 default:
960 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
964 if(fogenable) {
965 glEnable(GL_FOG);
966 checkGLcall("glEnable GL_FOG");
968 if(fogstart != fogend)
970 glFogfv(GL_FOG_START, &fogstart);
971 checkGLcall("glFogf(GL_FOG_START, fogstart");
972 TRACE("Fog Start == %f\n", fogstart);
974 glFogfv(GL_FOG_END, &fogend);
975 checkGLcall("glFogf(GL_FOG_END, fogend");
976 TRACE("Fog End == %f\n", fogend);
978 else
980 glFogf(GL_FOG_START, -1.0 / 0.0);
981 checkGLcall("glFogf(GL_FOG_START, fogstart");
982 TRACE("Fog Start == %f\n", fogstart);
984 glFogf(GL_FOG_END, 0.0);
985 checkGLcall("glFogf(GL_FOG_END, fogend");
986 TRACE("Fog End == %f\n", fogend);
988 } else {
989 glDisable(GL_FOG);
990 checkGLcall("glDisable GL_FOG");
991 if( use_ps(stateblock->wineD3DDevice) ) {
992 /* disable fog in the pixel shader
993 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
994 * -1/(e-s) and e/(e-s) respectively.
996 glFogf(GL_FOG_START, 0.0f);
997 checkGLcall("glFogf(GL_FOG_START, fogstart");
998 glFogf(GL_FOG_END, 1.0f);
999 checkGLcall("glFogf(GL_FOG_END, fogend");
1004 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1005 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1006 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1007 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1008 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1009 } else {
1010 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1012 } else {
1013 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1014 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1015 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1020 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1021 float col[4];
1022 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1023 glFogfv(GL_FOG_COLOR, &col[0]);
1024 checkGLcall("glFog GL_FOG_COLOR");
1027 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1028 union {
1029 DWORD d;
1030 float f;
1031 } tmpvalue;
1032 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1033 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1034 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1037 /* TODO: Merge with primitive type + init_materials()!! */
1038 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1039 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
1040 GLenum Parm = 0;
1041 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1042 BOOL isDiffuseSupplied;
1044 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1045 * The vertex declaration will call this function if the fixed function pipeline is used.
1048 if(isStateDirty(context, STATE_VDECL)) {
1049 return;
1052 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1054 context->num_untracked_materials = 0;
1055 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1056 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1057 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1058 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1059 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1060 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1062 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1063 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1064 Parm = GL_AMBIENT_AND_DIFFUSE;
1065 } else {
1066 Parm = GL_DIFFUSE;
1068 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1069 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1070 context->num_untracked_materials++;
1072 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1073 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1074 context->num_untracked_materials++;
1076 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1077 Parm = GL_AMBIENT;
1078 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1079 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1080 context->num_untracked_materials++;
1082 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1083 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1084 context->num_untracked_materials++;
1086 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1087 Parm = GL_EMISSION;
1088 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1089 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1090 context->num_untracked_materials++;
1092 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1093 Parm = GL_SPECULAR;
1097 /* Nothing changed, return. */
1098 if (Parm == context->tracking_parm) return;
1100 if(!Parm) {
1101 glDisable(GL_COLOR_MATERIAL);
1102 checkGLcall("glDisable GL_COLOR_MATERIAL");
1103 } else {
1104 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1105 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1106 glEnable(GL_COLOR_MATERIAL);
1107 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1110 /* Apparently calls to glMaterialfv are ignored for properties we're
1111 * tracking with glColorMaterial, so apply those here. */
1112 switch (context->tracking_parm) {
1113 case GL_AMBIENT_AND_DIFFUSE:
1114 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1115 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1116 checkGLcall("glMaterialfv");
1117 break;
1119 case GL_DIFFUSE:
1120 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1121 checkGLcall("glMaterialfv");
1122 break;
1124 case GL_AMBIENT:
1125 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1126 checkGLcall("glMaterialfv");
1127 break;
1129 case GL_EMISSION:
1130 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1131 checkGLcall("glMaterialfv");
1132 break;
1134 case GL_SPECULAR:
1135 /* Only change material color if specular is enabled, otherwise it is set to black */
1136 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1137 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1138 checkGLcall("glMaterialfv");
1139 } else {
1140 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1141 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1142 checkGLcall("glMaterialfv");
1144 break;
1147 context->tracking_parm = Parm;
1150 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1151 union {
1152 DWORD d;
1153 WINED3DLINEPATTERN lp;
1154 } tmppattern;
1155 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1157 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1159 if (tmppattern.lp.wRepeatFactor) {
1160 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1161 checkGLcall("glLineStipple(repeat, linepattern)");
1162 glEnable(GL_LINE_STIPPLE);
1163 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1164 } else {
1165 glDisable(GL_LINE_STIPPLE);
1166 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1170 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1171 union {
1172 DWORD d;
1173 float f;
1174 } tmpvalue;
1176 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1177 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1178 TRACE("ZBias value %f\n", tmpvalue.f);
1179 glPolygonOffset(0, -tmpvalue.f);
1180 checkGLcall("glPolygonOffset(0, -Value)");
1181 glEnable(GL_POLYGON_OFFSET_FILL);
1182 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1183 glEnable(GL_POLYGON_OFFSET_LINE);
1184 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1185 glEnable(GL_POLYGON_OFFSET_POINT);
1186 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1187 } else {
1188 glDisable(GL_POLYGON_OFFSET_FILL);
1189 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1190 glDisable(GL_POLYGON_OFFSET_LINE);
1191 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1192 glDisable(GL_POLYGON_OFFSET_POINT);
1193 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1198 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1199 if(isStateDirty(context, STATE_VDECL)) {
1200 return;
1202 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1203 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1204 * by zero and is not properly defined in opengl, so avoid it
1206 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1207 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1208 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1209 glEnable(GL_NORMALIZE);
1210 checkGLcall("glEnable(GL_NORMALIZE);");
1211 } else {
1212 glDisable(GL_NORMALIZE);
1213 checkGLcall("glDisable(GL_NORMALIZE);");
1217 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1218 union {
1219 DWORD d;
1220 float f;
1221 } tmpvalue;
1223 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1224 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1225 TRACE("Set point size to %f\n", tmpvalue.f);
1226 glPointSize(tmpvalue.f);
1227 checkGLcall("glPointSize(...);");
1230 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1231 union {
1232 DWORD d;
1233 float f;
1234 } tmpvalue;
1236 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1237 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1238 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1239 checkGLcall("glPointParameterfARB(...");
1241 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1242 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1243 checkGLcall("glPointParameterfEXT(...);");
1244 } else if(tmpvalue.f != 1.0) {
1245 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1249 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1250 union {
1251 DWORD d;
1252 float f;
1253 } tmpvalue;
1255 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1256 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1257 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1258 checkGLcall("glPointParameterfARB(...");
1260 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1261 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1262 checkGLcall("glPointParameterfEXT(...);");
1263 } else if(tmpvalue.f != 64.0) {
1264 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1268 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1269 /* TODO: Group this with the viewport */
1271 * POINTSCALEENABLE controls how point size value is treated. If set to
1272 * true, the point size is scaled with respect to height of viewport.
1273 * When set to false point size is in pixels.
1275 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1278 /* Default values */
1279 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1282 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1283 * This means that OpenGL will clamp really small point sizes to 1.0f.
1284 * To correct for this we need to multiply by the scale factor when sizes
1285 * are less than 1.0f. scale_factor = 1.0f / point_size.
1287 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1288 if(pointSize > 0.0f) {
1289 GLfloat scaleFactor;
1291 if(pointSize < 1.0f) {
1292 scaleFactor = pointSize * pointSize;
1293 } else {
1294 scaleFactor = 1.0f;
1297 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1298 att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1299 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1300 att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1301 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1302 att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1303 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1307 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1308 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1309 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1311 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1312 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1313 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1314 } else {
1315 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1319 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1320 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1322 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1323 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1324 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1325 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1326 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1327 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1328 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1329 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1330 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1331 checkGLcall("glColorMask(...)");
1333 /* depends on WINED3DRS_COLORWRITEENABLE. */
1334 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1335 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1336 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1337 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1338 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1339 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1340 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1344 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1345 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1346 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1347 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1348 } else {
1349 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1350 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1354 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1355 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1356 TRACE("Last Pixel Drawing Enabled\n");
1357 } else {
1358 static BOOL first = TRUE;
1359 if(first) {
1360 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1361 first = FALSE;
1362 } else {
1363 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1368 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1369 /* TODO: NV_POINT_SPRITE */
1370 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1371 TRACE("Point sprites not supported\n");
1372 return;
1375 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1376 glEnable(GL_POINT_SPRITE_ARB);
1377 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)\n");
1378 } else {
1379 glDisable(GL_POINT_SPRITE_ARB);
1380 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)\n");
1384 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1386 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1387 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1388 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1389 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1390 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1392 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1394 TRACE("Stub\n");
1395 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1396 stateblock->renderState[WINED3DRS_WRAP1] ||
1397 stateblock->renderState[WINED3DRS_WRAP2] ||
1398 stateblock->renderState[WINED3DRS_WRAP3] ||
1399 stateblock->renderState[WINED3DRS_WRAP4] ||
1400 stateblock->renderState[WINED3DRS_WRAP5] ||
1401 stateblock->renderState[WINED3DRS_WRAP6] ||
1402 stateblock->renderState[WINED3DRS_WRAP7] ||
1403 stateblock->renderState[WINED3DRS_WRAP8] ||
1404 stateblock->renderState[WINED3DRS_WRAP9] ||
1405 stateblock->renderState[WINED3DRS_WRAP10] ||
1406 stateblock->renderState[WINED3DRS_WRAP11] ||
1407 stateblock->renderState[WINED3DRS_WRAP12] ||
1408 stateblock->renderState[WINED3DRS_WRAP13] ||
1409 stateblock->renderState[WINED3DRS_WRAP14] ||
1410 stateblock->renderState[WINED3DRS_WRAP15] ) {
1411 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1415 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1416 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1417 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1418 glEnable(GL_MULTISAMPLE_ARB);
1419 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1420 } else {
1421 glDisable(GL_MULTISAMPLE_ARB);
1422 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1424 } else {
1425 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1426 WARN("Multisample antialiasing not supported by gl\n");
1431 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1432 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1433 glEnable(GL_SCISSOR_TEST);
1434 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1435 } else {
1436 glDisable(GL_SCISSOR_TEST);
1437 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1441 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1442 union {
1443 DWORD d;
1444 float f;
1445 } tmpvalue;
1447 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1448 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1449 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1450 glEnable(GL_POLYGON_OFFSET_FILL);
1451 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1452 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1453 checkGLcall("glPolygonOffset(...)");
1454 } else {
1455 glDisable(GL_POLYGON_OFFSET_FILL);
1456 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1460 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1461 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1462 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1463 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1464 } else {
1465 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1466 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1470 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1471 TRACE("Stub\n");
1472 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1473 FIXME(" Stippled Alpha not supported yet.\n");
1476 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1477 TRACE("Stub\n");
1478 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1479 FIXME(" Antialias not supported yet.\n");
1482 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1483 TRACE("Stub\n");
1484 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1485 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1488 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1489 TRACE("Stub\n");
1490 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1491 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1494 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1495 union {
1496 DWORD d;
1497 float f;
1498 } tmpvalue;
1499 tmpvalue.f = 1.0f;
1501 TRACE("Stub\n");
1502 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1504 static BOOL displayed = FALSE;
1506 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1507 if(!displayed)
1508 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1510 displayed = TRUE;
1514 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1515 TRACE("Stub\n");
1516 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1517 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1520 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1521 TRACE("Stub\n");
1522 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1523 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1526 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1527 TRACE("Stub\n");
1528 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1529 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1533 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1534 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1535 FIXME("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1538 static void state_separateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1539 TRACE("Stub\n");
1540 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1541 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1544 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1545 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1546 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1550 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1551 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1552 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1556 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1557 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1558 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1562 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1563 if(stateblock->renderState[WINED3DRS_ROP2]) {
1564 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1568 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1569 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1570 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1574 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1575 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1576 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1580 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1581 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1582 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1586 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1587 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1588 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1592 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1593 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1594 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1598 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1599 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1600 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1604 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1605 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1606 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1610 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1611 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1612 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1616 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1617 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1618 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1622 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1623 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1624 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1628 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1629 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1630 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1634 /* Activates the texture dimension according to the bound D3D texture.
1635 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1636 * Requires the caller to activate the correct unit before
1638 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1639 BOOL bumpmap = FALSE;
1641 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1642 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1643 bumpmap = TRUE;
1644 context->texShaderBumpMap |= (1 << stage);
1645 } else {
1646 context->texShaderBumpMap &= ~(1 << stage);
1649 if(stateblock->textures[stage]) {
1650 switch(stateblock->textureDimensions[stage]) {
1651 case GL_TEXTURE_2D:
1652 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1653 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1654 } else {
1655 glDisable(GL_TEXTURE_3D);
1656 checkGLcall("glDisable(GL_TEXTURE_3D)");
1657 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1658 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1659 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1661 glEnable(GL_TEXTURE_2D);
1662 checkGLcall("glEnable(GL_TEXTURE_2D)");
1664 break;
1665 case GL_TEXTURE_3D:
1666 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1667 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1668 } else {
1669 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1670 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1671 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1673 glDisable(GL_TEXTURE_2D);
1674 checkGLcall("glDisable(GL_TEXTURE_2D)");
1675 glEnable(GL_TEXTURE_3D);
1676 checkGLcall("glEnable(GL_TEXTURE_3D)");
1678 break;
1679 case GL_TEXTURE_CUBE_MAP_ARB:
1680 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1681 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1682 } else {
1683 glDisable(GL_TEXTURE_2D);
1684 checkGLcall("glDisable(GL_TEXTURE_2D)");
1685 glDisable(GL_TEXTURE_3D);
1686 checkGLcall("glDisable(GL_TEXTURE_3D)");
1687 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1688 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1690 break;
1692 } else {
1693 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1694 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1695 } else {
1696 glEnable(GL_TEXTURE_2D);
1697 checkGLcall("glEnable(GL_TEXTURE_2D)");
1698 glDisable(GL_TEXTURE_3D);
1699 checkGLcall("glDisable(GL_TEXTURE_3D)");
1700 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1701 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1702 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1704 /* Binding textures is done by samplers. A dummy texture will be bound */
1709 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1710 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1711 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1712 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1714 TRACE("Setting color op for stage %d\n", stage);
1716 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1717 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1718 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1719 return;
1722 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1724 if (mapped_stage != -1) {
1725 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1726 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1727 FIXME("Attempt to enable unsupported stage!\n");
1728 return;
1730 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1731 checkGLcall("glActiveTextureARB");
1732 } else if (stage > 0) {
1733 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1734 return;
1738 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1739 if(stateblock->lowest_disabled_stage > 0) {
1740 glEnable(GL_REGISTER_COMBINERS_NV);
1741 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1742 } else {
1743 glDisable(GL_REGISTER_COMBINERS_NV);
1746 if(stage >= stateblock->lowest_disabled_stage) {
1747 TRACE("Stage disabled\n");
1748 if (mapped_stage != -1) {
1749 /* Disable everything here */
1750 glDisable(GL_TEXTURE_2D);
1751 checkGLcall("glDisable(GL_TEXTURE_2D)");
1752 glDisable(GL_TEXTURE_3D);
1753 checkGLcall("glDisable(GL_TEXTURE_3D)");
1754 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1755 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1756 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1758 if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1759 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1762 /* All done */
1763 return;
1766 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1767 * if the sampler for this stage is dirty
1769 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1770 if (tex_used) activate_dimensions(stage, stateblock, context);
1773 /* Set the texture combiners */
1774 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1775 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1776 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1777 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1778 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1779 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1780 mapped_stage);
1782 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1783 * thus the texture shader may have to be updated
1785 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1786 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1787 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1788 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1789 if(usesBump != usedBump) {
1790 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1791 checkGLcall("glActiveTextureARB");
1792 activate_dimensions(stage + 1, stateblock, context);
1793 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1794 checkGLcall("glActiveTextureARB");
1797 } else {
1798 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1799 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1800 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1801 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1802 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1806 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1807 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1808 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1809 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1810 DWORD op, arg1, arg2, arg0;
1812 TRACE("Setting alpha op for stage %d\n", stage);
1813 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1814 if (mapped_stage != -1) {
1815 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1816 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1817 FIXME("Attempt to enable unsupported stage!\n");
1818 return;
1820 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1821 checkGLcall("glActiveTextureARB");
1822 } else if (stage > 0) {
1823 /* We can't do anything here */
1824 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1825 return;
1829 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1830 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1831 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1832 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1834 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1835 stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1836 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1838 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1839 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1841 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1842 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1843 * cannot remove the texture's alpha channel entirely.
1845 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1846 * on color keyed surfaces.
1848 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1850 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1851 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1852 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1856 TRACE("Setting alpha op for stage %d\n", stage);
1857 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1858 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1859 op, arg1, arg2, arg0,
1860 mapped_stage);
1861 } else {
1862 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1863 op, arg1, arg2, arg0);
1867 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1868 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1869 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1871 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
1872 if(stateblock->vertexShader ||
1873 isStateDirty(context, STATE_VDECL)) {
1874 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
1875 return;
1878 if (mapped_stage < 0) return;
1880 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1881 if(mapped_stage >= GL_LIMITS(textures)) {
1882 return;
1884 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1885 checkGLcall("glActiveTextureARB");
1886 } else if (mapped_stage > 0) {
1887 /* We can't do anything here */
1888 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1889 return;
1892 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1893 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1894 (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU,
1895 context->last_was_rhw,
1896 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
1897 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
1898 WINED3DDECLTYPE_UNUSED);
1902 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
1903 int texture_idx;
1905 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
1906 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
1907 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1911 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
1912 UINT *offset = stateblock->streamOffset;
1913 unsigned int mapped_stage = 0;
1914 unsigned int textureNo = 0;
1916 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
1917 /* Abort if we don't support the extension. */
1918 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
1919 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1920 return;
1923 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
1924 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
1926 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
1927 if (mapped_stage == -1) continue;
1929 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
1930 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
1931 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
1933 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
1934 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
1935 checkGLcall("glBindBufferARB");
1936 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
1939 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1940 checkGLcall("glClientActiveTextureARB");
1942 /* The coords to supply depend completely on the fvf / vertex shader */
1943 glTexCoordPointer(
1944 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
1945 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
1946 sd->u.s.texCoords[coordIdx].dwStride,
1947 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
1948 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1949 } else {
1950 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
1953 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1954 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
1955 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
1956 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
1961 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1962 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1963 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1965 if (mapped_stage == -1) {
1966 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1967 return;
1970 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1971 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
1972 return;
1974 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1975 checkGLcall("glActiveTextureARB");
1976 } else if (stage > 0) {
1977 /* We can't do anything here */
1978 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1979 return;
1982 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1984 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1985 * one flag, you can still specify an index value, which the system uses to
1986 * determine the texture wrapping mode.
1987 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1988 * means use the vertex position (camera-space) as the input texture coordinates
1989 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1990 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1991 * to the TEXCOORDINDEX value
1995 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1997 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1998 case WINED3DTSS_TCI_PASSTHRU:
1999 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
2000 glDisable(GL_TEXTURE_GEN_S);
2001 glDisable(GL_TEXTURE_GEN_T);
2002 glDisable(GL_TEXTURE_GEN_R);
2003 glDisable(GL_TEXTURE_GEN_Q);
2004 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
2005 break;
2007 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
2008 /* CameraSpacePosition means use the vertex position, transformed to camera space,
2009 * as the input texture coordinates for this stage's texture transformation. This
2010 * equates roughly to EYE_LINEAR
2013 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2014 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2015 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2016 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2017 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
2019 glMatrixMode(GL_MODELVIEW);
2020 glPushMatrix();
2021 glLoadIdentity();
2022 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2023 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2024 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2025 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2026 glPopMatrix();
2028 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
2029 glEnable(GL_TEXTURE_GEN_S);
2030 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2031 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2032 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2033 glEnable(GL_TEXTURE_GEN_T);
2034 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2035 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2036 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2037 glEnable(GL_TEXTURE_GEN_R);
2038 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2039 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2040 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2042 break;
2044 case WINED3DTSS_TCI_CAMERASPACENORMAL:
2046 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2047 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2048 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2049 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2050 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2051 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
2053 glMatrixMode(GL_MODELVIEW);
2054 glPushMatrix();
2055 glLoadIdentity();
2056 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2057 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2058 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2059 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2060 glPopMatrix();
2062 glEnable(GL_TEXTURE_GEN_S);
2063 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2064 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2065 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2066 glEnable(GL_TEXTURE_GEN_T);
2067 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2068 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2069 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2070 glEnable(GL_TEXTURE_GEN_R);
2071 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2072 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2073 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2076 break;
2078 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2080 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2081 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2082 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2083 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2084 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2085 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2087 glMatrixMode(GL_MODELVIEW);
2088 glPushMatrix();
2089 glLoadIdentity();
2090 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2091 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2092 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2093 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2094 glPopMatrix();
2096 glEnable(GL_TEXTURE_GEN_S);
2097 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2098 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2099 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2100 glEnable(GL_TEXTURE_GEN_T);
2101 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2102 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2103 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2104 glEnable(GL_TEXTURE_GEN_R);
2105 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2106 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2107 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2110 break;
2112 /* Unhandled types: */
2113 default:
2114 /* Todo: */
2115 /* ? disable GL_TEXTURE_GEN_n ? */
2116 glDisable(GL_TEXTURE_GEN_S);
2117 glDisable(GL_TEXTURE_GEN_T);
2118 glDisable(GL_TEXTURE_GEN_R);
2119 glDisable(GL_TEXTURE_GEN_Q);
2120 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2121 break;
2124 /* Update the texture matrix */
2125 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2126 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2129 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2130 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2131 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2132 * and do all the things linked to it
2133 * TODO: Tidy that up to reload only the arrays of the changed unit
2135 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2137 unloadTexCoords(stateblock);
2138 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2142 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2143 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2144 union {
2145 DWORD d;
2146 float f;
2147 } tmpvalue;
2149 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2150 if(tmpvalue.f != 0.0) {
2151 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2155 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2156 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2157 union {
2158 DWORD d;
2159 float f;
2160 } tmpvalue;
2162 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2163 if(tmpvalue.f != 0.0) {
2164 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2168 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2169 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2171 if(stage >= GL_LIMITS(texture_stages)) {
2172 return;
2175 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2176 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2180 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2181 DWORD sampler = state - STATE_SAMPLER(0);
2182 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2183 union {
2184 float f;
2185 DWORD d;
2186 } tmpvalue;
2188 TRACE("Sampler: %d\n", sampler);
2189 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2190 * only has to bind textures and set the per texture states
2193 if (mapped_stage == -1) {
2194 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2195 return;
2198 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2199 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2200 return;
2202 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2203 checkGLcall("glActiveTextureARB");
2204 } else if (sampler > 0) {
2205 /* We can't do anything here */
2206 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2207 return;
2210 if(stateblock->textures[sampler]) {
2211 BOOL texIsPow2 = FALSE;
2213 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2214 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2215 * scaling is reapplied or removed, the texture matrix has to be reapplied
2217 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2218 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2219 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2220 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2221 texIsPow2 = TRUE;
2223 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2224 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2225 texIsPow2 = TRUE;
2229 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2230 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2231 context->lastWasPow2Texture[sampler] = texIsPow2;
2235 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2236 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2238 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2239 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2240 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2241 GL_TEXTURE_LOD_BIAS_EXT,
2242 tmpvalue.f);
2243 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2246 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2247 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2248 /* Using a pixel shader? Verify the sampler types */
2250 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2251 * dimensions because the shader knows from which texture type to sample from. For the sake of
2252 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2253 * dimensions. This should make wrong sampling sources visible :-)
2255 glEnable(stateblock->textureDimensions[sampler]);
2256 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2257 } else if(sampler < stateblock->lowest_disabled_stage) {
2258 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2259 activate_dimensions(sampler, stateblock, context);
2262 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2263 /* If color keying is enabled update the alpha test, it depends on the existence
2264 * of a color key in stage 0
2266 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2269 } else if(sampler < GL_LIMITS(texture_stages)) {
2270 if(sampler < stateblock->lowest_disabled_stage) {
2271 /* TODO: What should I do with pixel shaders here ??? */
2272 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2273 activate_dimensions(sampler, stateblock, context);
2275 } /* Otherwise tex_colorop disables the stage */
2276 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2277 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2281 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2282 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2284 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2285 * has an update pending
2287 if(isStateDirty(context, STATE_VDECL) ||
2288 isStateDirty(context, STATE_PIXELSHADER)) {
2289 return;
2292 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2295 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2296 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2297 BOOL use_pshader = use_ps(device);
2298 BOOL use_vshader = use_vs(device);
2299 BOOL update_fog = FALSE;
2300 int i;
2302 if (use_pshader) {
2303 if(!context->last_was_pshader) {
2304 /* Former draw without a pixel shader, some samplers
2305 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2306 * make sure to enable them
2308 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2309 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2310 sampler(STATE_SAMPLER(i), stateblock, context);
2313 update_fog = TRUE;
2314 } else {
2315 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2316 * if a different texture was bound. I don't have to do anything.
2320 /* Compile and bind the shader */
2321 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2322 } else {
2323 /* Disabled the pixel shader - color ops weren't applied
2324 * while it was enabled, so re-apply them.
2326 for(i=0; i < MAX_TEXTURES; i++) {
2327 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2328 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2331 if(context->last_was_pshader)
2332 update_fog = TRUE;
2335 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2336 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2338 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2339 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2343 if(update_fog)
2344 state_fog(state, stateblock, context);
2346 context->last_was_pshader = use_pshader;
2349 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2350 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2352 if(stateblock->pixelShader && stage != 0 &&
2353 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2354 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2355 * anyway
2357 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2358 !isStateDirty(context, STATE_PIXELSHADER)) {
2359 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2363 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2364 if(stage >= GL_LIMITS(texture_stages)) {
2365 WARN("Bump env matrix of unsupported stage set\n");
2366 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2367 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2368 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2370 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2371 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2372 checkGLcall("glTexBumpParameterfvATI");
2374 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2375 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2376 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2377 * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2378 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2379 * for stage + 1. Keep the nvrc tex unit mapping in mind too
2381 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2383 if(mapped_stage < GL_LIMITS(textures)) {
2384 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2385 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2387 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2388 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2389 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)\n");
2394 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2395 /* This function is called by transform_view below if the view matrix was changed too
2397 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2398 * does not always update the world matrix, only on a switch between transformed
2399 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2400 * draw, but that should be rather rare and cheaper in total.
2402 glMatrixMode(GL_MODELVIEW);
2403 checkGLcall("glMatrixMode");
2405 if(context->last_was_rhw) {
2406 glLoadIdentity();
2407 checkGLcall("glLoadIdentity()");
2408 } else {
2409 /* In the general case, the view matrix is the identity matrix */
2410 if (stateblock->wineD3DDevice->view_ident) {
2411 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2412 checkGLcall("glLoadMatrixf");
2413 } else {
2414 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2415 checkGLcall("glLoadMatrixf");
2416 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2417 checkGLcall("glMultMatrixf");
2422 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2423 UINT index = state - STATE_CLIPPLANE(0);
2425 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2426 return;
2429 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2430 glMatrixMode(GL_MODELVIEW);
2431 glPushMatrix();
2432 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2434 TRACE("Clipplane [%f,%f,%f,%f]\n",
2435 stateblock->clipplane[index][0],
2436 stateblock->clipplane[index][1],
2437 stateblock->clipplane[index][2],
2438 stateblock->clipplane[index][3]);
2439 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2440 checkGLcall("glClipPlane");
2442 glPopMatrix();
2445 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2446 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2447 GLenum glMat;
2448 TRACE("Setting world matrix %d\n", matrix);
2450 if(matrix >= GL_LIMITS(blends)) {
2451 WARN("Unsupported blend matrix set\n");
2452 return;
2453 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2454 return;
2457 /* GL_MODELVIEW0_ARB: 0x1700
2458 * GL_MODELVIEW1_ARB: 0x0x850a
2459 * GL_MODELVIEW2_ARB: 0x8722
2460 * GL_MODELVIEW3_ARB: 0x8723
2461 * etc
2462 * GL_MODELVIEW31_ARB: 0x873F
2464 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2465 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2467 glMatrixMode(glMat);
2468 checkGLcall("glMatrixMode(glMat)");
2470 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2471 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2473 if(stateblock->wineD3DDevice->view_ident) {
2474 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2475 checkGLcall("glLoadMatrixf")
2476 } else {
2477 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2478 checkGLcall("glLoadMatrixf")
2479 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2480 checkGLcall("glMultMatrixf")
2484 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2485 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2487 switch(val) {
2488 case WINED3DVBF_1WEIGHTS:
2489 case WINED3DVBF_2WEIGHTS:
2490 case WINED3DVBF_3WEIGHTS:
2491 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2492 glEnable(GL_VERTEX_BLEND_ARB);
2493 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2495 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2496 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2498 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2500 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2501 int i;
2502 for(i = 1; i < GL_LIMITS(blends); i++) {
2503 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2504 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2507 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2509 } else {
2510 /* TODO: Implement vertex blending in drawStridedSlow */
2511 FIXME("Vertex blending enabled, but not supported by hardware\n");
2513 break;
2515 case WINED3DVBF_DISABLE:
2516 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2517 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2518 glDisable(GL_VERTEX_BLEND_ARB);
2519 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2520 } else {
2521 TRACE("Vertex blending disabled\n");
2523 break;
2525 case WINED3DVBF_TWEENING:
2526 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2527 * vertex weights in the vertices?
2528 * For now we don't report that as supported, so a warn should suffice
2530 WARN("Tweening not supported yet\n");
2531 break;
2535 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2536 unsigned int k;
2538 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2539 * NOTE: We have to reset the positions even if the light/plane is not currently
2540 * enabled, since the call to enable it will not reset the position.
2541 * NOTE2: Apparently texture transforms do NOT need reapplying
2544 PLIGHTINFOEL *light = NULL;
2546 glMatrixMode(GL_MODELVIEW);
2547 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2548 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2549 checkGLcall("glLoadMatrixf(...)");
2551 /* Reset lights. TODO: Call light apply func */
2552 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2553 light = stateblock->activeLights[k];
2554 if(!light) continue;
2555 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2556 checkGLcall("glLightfv posn");
2557 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2558 checkGLcall("glLightfv dirn");
2561 /* Reset Clipping Planes */
2562 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2563 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2564 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2568 if(context->last_was_rhw) {
2569 glLoadIdentity();
2570 checkGLcall("glLoadIdentity()");
2571 /* No need to update the world matrix, the identity is fine */
2572 return;
2575 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2576 * No need to do it here if the state is scheduled for update.
2578 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2579 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2582 /* Avoid looping over a number of matrices if the app never used the functionality */
2583 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2584 for(k = 1; k < GL_LIMITS(blends); k++) {
2585 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2586 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2592 static const GLfloat invymat[16] = {
2593 1.0f, 0.0f, 0.0f, 0.0f,
2594 0.0f, -1.0f, 0.0f, 0.0f,
2595 0.0f, 0.0f, 1.0f, 0.0f,
2596 0.0f, 0.0f, 0.0f, 1.0f};
2598 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2599 glMatrixMode(GL_PROJECTION);
2600 checkGLcall("glMatrixMode(GL_PROJECTION)");
2601 glLoadIdentity();
2602 checkGLcall("glLoadIdentity");
2604 if(context->last_was_rhw) {
2605 double X, Y, height, width, minZ, maxZ;
2607 X = stateblock->viewport.X;
2608 Y = stateblock->viewport.Y;
2609 height = stateblock->viewport.Height;
2610 width = stateblock->viewport.Width;
2611 minZ = stateblock->viewport.MinZ;
2612 maxZ = stateblock->viewport.MaxZ;
2614 if(!stateblock->wineD3DDevice->untransformed) {
2615 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2616 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2617 * suppress depth clipping. This can be done because it is an orthogonal projection and
2618 * the Z coordinate does not affect the size of the primitives
2620 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2621 if(stateblock->wineD3DDevice->render_offscreen) {
2622 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2623 } else {
2624 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2626 } else {
2627 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2628 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2629 * unmodified to opengl.
2631 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2632 * replacement shader.
2634 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2635 if(stateblock->wineD3DDevice->render_offscreen) {
2636 glOrtho(X, X + width, -Y, -Y - height, 1.0, -1.0);
2637 } else {
2638 glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
2641 checkGLcall("glOrtho");
2643 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
2644 glTranslatef(0.5, 0.5, 0);
2645 checkGLcall("glTranslatef(0.5, 0.5, 0)");
2646 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2647 * render everything upside down when rendering offscreen. */
2648 if (stateblock->wineD3DDevice->render_offscreen) {
2649 glMultMatrixf(invymat);
2650 checkGLcall("glMultMatrixf(invymat)");
2652 } else {
2653 /* The rule is that the window coordinate 0 does not correspond to the
2654 beginning of the first pixel, but the center of the first pixel.
2655 As a consequence if you want to correctly draw one line exactly from
2656 the left to the right end of the viewport (with all matrices set to
2657 be identity), the x coords of both ends of the line would be not
2658 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2659 instead.
2661 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
2662 divide by the Width/Height, so we need the half range(1.0) to translate by
2663 half a pixel.
2665 glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, 0);
2666 checkGLcall("glTranslatef (1.0 / width, -1.0 / height, 0)");
2668 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2669 * render everything upside down when rendering offscreen. */
2670 if (stateblock->wineD3DDevice->render_offscreen) {
2671 glMultMatrixf(invymat);
2672 checkGLcall("glMultMatrixf(invymat)");
2674 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2675 checkGLcall("glLoadMatrixf");
2679 /* This should match any arrays loaded in loadVertexData.
2680 * stateblock impl is required for GL_SUPPORT
2681 * TODO: Only load / unload arrays if we have to.
2683 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2684 glDisableClientState(GL_VERTEX_ARRAY);
2685 glDisableClientState(GL_NORMAL_ARRAY);
2686 glDisableClientState(GL_COLOR_ARRAY);
2687 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2688 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2690 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2691 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2692 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2693 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2695 unloadTexCoords(stateblock);
2698 /* This should match any arrays loaded in loadNumberedArrays
2699 * TODO: Only load / unload arrays if we have to.
2701 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2702 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2703 GLint maxAttribs;
2704 int i;
2706 /* Leave all the attribs disabled */
2707 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2708 /* MESA does not support it right not */
2709 if (glGetError() != GL_NO_ERROR)
2710 maxAttribs = 16;
2711 for (i = 0; i < maxAttribs; ++i) {
2712 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2713 checkGLcall("glDisableVertexAttribArrayARB(reg);");
2717 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2718 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2719 int i;
2720 UINT *offset = stateblock->streamOffset;
2722 /* Default to no instancing */
2723 stateblock->wineD3DDevice->instancedDraw = FALSE;
2725 for (i = 0; i < MAX_ATTRIBS; i++) {
2727 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2728 continue;
2730 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2731 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2732 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2733 stateblock->wineD3DDevice->instancedDraw = TRUE;
2734 continue;
2737 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2739 if(strided->u.input[i].dwStride) {
2740 if(curVBO != strided->u.input[i].VBO) {
2741 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2742 checkGLcall("glBindBufferARB");
2743 curVBO = strided->u.input[i].VBO;
2745 GL_EXTCALL(glVertexAttribPointerARB(i,
2746 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2747 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2748 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2749 strided->u.input[i].dwStride,
2750 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2751 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2752 } else {
2753 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2754 * set up the attribute statically. But we have to figure out the system memory address.
2756 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2757 if(strided->u.input[i].VBO) {
2758 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2759 ptr += (long) vb->resource.allocatedMemory;
2761 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2763 switch(strided->u.input[i].dwType) {
2764 case WINED3DDECLTYPE_FLOAT1:
2765 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2766 break;
2767 case WINED3DDECLTYPE_FLOAT2:
2768 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2769 break;
2770 case WINED3DDECLTYPE_FLOAT3:
2771 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2772 break;
2773 case WINED3DDECLTYPE_FLOAT4:
2774 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2775 break;
2777 case WINED3DDECLTYPE_UBYTE4:
2778 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2779 break;
2780 case WINED3DDECLTYPE_UBYTE4N:
2781 case WINED3DDECLTYPE_D3DCOLOR:
2782 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2783 break;
2785 case WINED3DDECLTYPE_SHORT2:
2786 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2787 break;
2788 case WINED3DDECLTYPE_SHORT4:
2789 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2790 break;
2792 case WINED3DDECLTYPE_SHORT2N:
2794 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2795 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2796 break;
2798 case WINED3DDECLTYPE_USHORT2N:
2800 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2801 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2802 break;
2804 case WINED3DDECLTYPE_SHORT4N:
2805 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2806 break;
2807 case WINED3DDECLTYPE_USHORT4N:
2808 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2809 break;
2811 case WINED3DDECLTYPE_UDEC3:
2812 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2813 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2814 break;
2815 case WINED3DDECLTYPE_DEC3N:
2816 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2817 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2818 break;
2820 case WINED3DDECLTYPE_FLOAT16_2:
2821 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2822 * byte float according to the IEEE standard
2824 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2825 break;
2826 case WINED3DDECLTYPE_FLOAT16_4:
2827 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2828 break;
2830 case WINED3DDECLTYPE_UNUSED:
2831 default:
2832 ERR("Unexpected declaration in stride 0 attributes\n");
2833 break;
2840 /* Used from 2 different functions, and too big to justify making it inlined */
2841 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2842 UINT *offset = stateblock->streamOffset;
2843 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2845 TRACE("Using fast vertex array code\n");
2847 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2848 stateblock->wineD3DDevice->instancedDraw = FALSE;
2850 /* Blend Data ---------------------------------------------- */
2851 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2852 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2854 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2855 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2856 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2858 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2859 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2861 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2863 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2864 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2865 sd->u.s.blendWeights.dwStride,
2866 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2868 if(curVBO != sd->u.s.blendWeights.VBO) {
2869 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2870 checkGLcall("glBindBufferARB");
2871 curVBO = sd->u.s.blendWeights.VBO;
2874 GL_EXTCALL(glWeightPointerARB)(
2875 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2876 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2877 sd->u.s.blendWeights.dwStride,
2878 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2880 checkGLcall("glWeightPointerARB");
2882 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2883 static BOOL showfixme = TRUE;
2884 if(showfixme){
2885 FIXME("blendMatrixIndices support\n");
2886 showfixme = FALSE;
2889 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2890 /* FIXME("TODO\n");*/
2891 #if 0
2893 GL_EXTCALL(glVertexWeightPointerEXT)(
2894 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2895 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2896 sd->u.s.blendWeights.dwStride,
2897 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2898 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2899 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2900 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2901 #endif
2903 } else {
2904 /* TODO: support blends in drawStridedSlow
2905 * No need to write a FIXME here, this is done after the general vertex decl decoding
2907 WARN("unsupported blending in openGl\n");
2909 } else {
2910 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2911 static const GLbyte one = 1;
2912 GL_EXTCALL(glWeightbvARB(1, &one));
2913 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
2917 #if 0 /* FOG ----------------------------------------------*/
2918 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2919 /* TODO: fog*/
2920 if (GL_SUPPORT(EXT_FOG_COORD) {
2921 glEnableClientState(GL_FOG_COORDINATE_EXT);
2922 (GL_EXTCALL)(FogCoordPointerEXT)(
2923 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2924 sd->u.s.fog.dwStride,
2925 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2926 } else {
2927 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2928 /* FIXME: fixme once */
2929 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
2931 } else {
2932 if (GL_SUPPRT(EXT_FOR_COORD) {
2933 /* make sure fog is disabled */
2934 glDisableClientState(GL_FOG_COORDINATE_EXT);
2937 #endif
2939 #if 0 /* tangents ----------------------------------------------*/
2940 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
2941 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2942 /* TODO: tangents*/
2943 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2944 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
2945 glEnable(GL_TANGENT_ARRAY_EXT);
2946 (GL_EXTCALL)(TangentPointerEXT)(
2947 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
2948 sd->u.s.tangent.dwStride,
2949 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
2950 } else {
2951 glDisable(GL_TANGENT_ARRAY_EXT);
2953 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2954 glEnable(GL_BINORMAL_ARRAY_EXT);
2955 (GL_EXTCALL)(BinormalPointerEXT)(
2956 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
2957 sd->u.s.binormal.dwStride,
2958 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
2959 } else{
2960 glDisable(GL_BINORMAL_ARRAY_EXT);
2963 } else {
2964 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
2965 /* FIXME: fixme once */
2966 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
2968 } else {
2969 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2970 /* make sure fog is disabled */
2971 glDisable(GL_TANGENT_ARRAY_EXT);
2972 glDisable(GL_BINORMAL_ARRAY_EXT);
2975 #endif
2977 /* Point Size ----------------------------------------------*/
2978 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
2980 /* no such functionality in the fixed function GL pipeline */
2981 TRACE("Cannot change ptSize here in openGl\n");
2982 /* TODO: Implement this function in using shaders if they are available */
2986 /* Vertex Pointers -----------------------------------------*/
2987 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
2988 /* Note dwType == float3 or float4 == 2 or 3 */
2989 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
2990 sd->u.s.position.dwStride,
2991 sd->u.s.position.dwType + 1,
2992 sd->u.s.position.lpData));
2994 if(curVBO != sd->u.s.position.VBO) {
2995 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
2996 checkGLcall("glBindBufferARB");
2997 curVBO = sd->u.s.position.VBO;
3000 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
3001 handling for rhw mode should not impact screen position whereas in GL it does.
3002 This may result in very slightly distored textures in rhw mode, but
3003 a very minimal different. There's always the other option of
3004 fixing the view matrix to prevent w from having any effect
3006 This only applies to user pointer sources, in VBOs the vertices are fixed up
3008 if(sd->u.s.position.VBO == 0) {
3009 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
3010 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3011 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3012 } else {
3013 glVertexPointer(
3014 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
3015 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3016 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3018 checkGLcall("glVertexPointer(...)");
3019 glEnableClientState(GL_VERTEX_ARRAY);
3020 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
3023 /* Normals -------------------------------------------------*/
3024 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
3025 /* Note dwType == float3 or float4 == 2 or 3 */
3026 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
3027 sd->u.s.normal.dwStride,
3028 sd->u.s.normal.lpData));
3029 if(curVBO != sd->u.s.normal.VBO) {
3030 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
3031 checkGLcall("glBindBufferARB");
3032 curVBO = sd->u.s.normal.VBO;
3034 glNormalPointer(
3035 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
3036 sd->u.s.normal.dwStride,
3037 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
3038 checkGLcall("glNormalPointer(...)");
3039 glEnableClientState(GL_NORMAL_ARRAY);
3040 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
3042 } else {
3043 glNormal3f(0, 0, 0);
3044 checkGLcall("glNormal3f(0, 0, 0)");
3047 /* Diffuse Colour --------------------------------------------*/
3048 /* WARNING: Data here MUST be in RGBA format, so cannot */
3049 /* go directly into fast mode from app pgm, because */
3050 /* directx requires data in BGRA format. */
3051 /* currently fixupVertices swizels the format, but this isn't */
3052 /* very practical when using VBOS */
3053 /* NOTE: Unless we write a vertex shader to swizel the colour */
3054 /* , or the user doesn't care and wants the speed advantage */
3056 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
3057 /* Note dwType == float3 or float4 == 2 or 3 */
3058 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3059 sd->u.s.diffuse.dwStride,
3060 sd->u.s.diffuse.lpData));
3062 if(curVBO != sd->u.s.diffuse.VBO) {
3063 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
3064 checkGLcall("glBindBufferARB");
3065 curVBO = sd->u.s.diffuse.VBO;
3067 glColorPointer(4, GL_UNSIGNED_BYTE,
3068 sd->u.s.diffuse.dwStride,
3069 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3070 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3071 glEnableClientState(GL_COLOR_ARRAY);
3072 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3074 } else {
3075 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3076 checkGLcall("glColor4f(1, 1, 1, 1)");
3079 /* Specular Colour ------------------------------------------*/
3080 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3081 TRACE("setting specular colour\n");
3082 /* Note dwType == float3 or float4 == 2 or 3 */
3083 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3084 sd->u.s.specular.dwStride,
3085 sd->u.s.specular.lpData));
3086 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3087 if(curVBO != sd->u.s.specular.VBO) {
3088 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3089 checkGLcall("glBindBufferARB");
3090 curVBO = sd->u.s.specular.VBO;
3092 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
3093 sd->u.s.specular.dwStride,
3094 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3095 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3096 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3097 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3098 } else {
3100 /* Missing specular color is not critical, no warnings */
3101 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3104 } else {
3105 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3106 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3107 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3108 } else {
3110 /* Missing specular color is not critical, no warnings */
3111 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3115 /* Texture coords -------------------------------------------*/
3116 loadTexCoords(stateblock, sd, &curVBO);
3119 static inline void drawPrimitiveTraceDataLocations(
3120 WineDirect3DVertexStridedData *dataLocations) {
3122 /* Dump out what parts we have supplied */
3123 TRACE("Strided Data:\n");
3124 TRACE_STRIDED((dataLocations), position);
3125 TRACE_STRIDED((dataLocations), blendWeights);
3126 TRACE_STRIDED((dataLocations), blendMatrixIndices);
3127 TRACE_STRIDED((dataLocations), normal);
3128 TRACE_STRIDED((dataLocations), pSize);
3129 TRACE_STRIDED((dataLocations), diffuse);
3130 TRACE_STRIDED((dataLocations), specular);
3131 TRACE_STRIDED((dataLocations), texCoords[0]);
3132 TRACE_STRIDED((dataLocations), texCoords[1]);
3133 TRACE_STRIDED((dataLocations), texCoords[2]);
3134 TRACE_STRIDED((dataLocations), texCoords[3]);
3135 TRACE_STRIDED((dataLocations), texCoords[4]);
3136 TRACE_STRIDED((dataLocations), texCoords[5]);
3137 TRACE_STRIDED((dataLocations), texCoords[6]);
3138 TRACE_STRIDED((dataLocations), texCoords[7]);
3139 TRACE_STRIDED((dataLocations), position2);
3140 TRACE_STRIDED((dataLocations), normal2);
3141 TRACE_STRIDED((dataLocations), tangent);
3142 TRACE_STRIDED((dataLocations), binormal);
3143 TRACE_STRIDED((dataLocations), tessFactor);
3144 TRACE_STRIDED((dataLocations), fog);
3145 TRACE_STRIDED((dataLocations), depth);
3146 TRACE_STRIDED((dataLocations), sample);
3148 return;
3151 /* Helper for vertexdeclaration() */
3152 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3153 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3154 BOOL fixup = FALSE;
3155 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3157 if(device->up_strided) {
3158 /* Note: this is a ddraw fixed-function code path */
3159 TRACE("================ Strided Input ===================\n");
3160 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3162 if(TRACE_ON(d3d)) {
3163 drawPrimitiveTraceDataLocations(dataLocations);
3165 } else {
3166 /* Note: This is a fixed function or shader codepath.
3167 * This means it must handle both types of strided data.
3168 * Shaders must go through here to zero the strided data, even if they
3169 * don't set any declaration at all
3171 TRACE("================ Vertex Declaration ===================\n");
3172 memset(dataLocations, 0, sizeof(*dataLocations));
3173 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3174 useVertexShaderFunction, dataLocations, &fixup);
3177 if (dataLocations->u.s.position_transformed) {
3178 useVertexShaderFunction = FALSE;
3181 /* Unload the old arrays before loading the new ones to get old junk out */
3182 if(context->numberedArraysLoaded) {
3183 unloadNumberedArrays(stateblock);
3184 context->numberedArraysLoaded = FALSE;
3186 if(context->namedArraysLoaded) {
3187 unloadVertexData(stateblock);
3188 context->namedArraysLoaded = FALSE;
3191 if(useVertexShaderFunction) {
3192 TRACE("Loading numbered arrays\n");
3193 loadNumberedArrays(stateblock, dataLocations);
3194 device->useDrawStridedSlow = FALSE;
3195 context->numberedArraysLoaded = TRUE;
3196 } else if (fixup ||
3197 (dataLocations->u.s.pSize.lpData == NULL &&
3198 dataLocations->u.s.diffuse.lpData == NULL &&
3199 dataLocations->u.s.specular.lpData == NULL)) {
3200 /* Load the vertex data using named arrays */
3201 TRACE("Loading vertex data\n");
3202 loadVertexData(stateblock, dataLocations);
3203 device->useDrawStridedSlow = FALSE;
3204 context->namedArraysLoaded = TRUE;
3205 } else {
3206 TRACE("Not loading vertex data\n");
3207 device->useDrawStridedSlow = TRUE;
3210 /* Generate some fixme's if unsupported functionality is being used */
3211 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3212 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3213 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3214 FIXME("Tweening is only valid with vertex shaders\n");
3216 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3217 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3219 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3220 FIXME("Extended attributes are only valid with vertex shaders\n");
3222 #undef BUFFER_OR_DATA
3225 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3226 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3227 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3228 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3229 BOOL transformed;
3230 /* Some stuff is in the device until we have per context tracking */
3231 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3232 BOOL wasrhw = context->last_was_rhw;
3234 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3235 * here simply check whether a shader was set, or the user disabled shaders
3237 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3238 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3239 useVertexShaderFunction = TRUE;
3241 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3242 updateFog = TRUE;
3244 } else if(context->last_was_foggy_shader) {
3245 updateFog = TRUE;
3248 handleStreams(stateblock, useVertexShaderFunction, context);
3250 transformed = device->strided_streams.u.s.position_transformed;
3251 if (transformed) useVertexShaderFunction = FALSE;
3253 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3254 updateFog = TRUE;
3257 /* Reapply lighting if it is not scheduled for reapplication already */
3258 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3259 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3262 if (transformed) {
3263 context->last_was_rhw = TRUE;
3264 } else {
3266 /* Untransformed, so relies on the view and projection matrices */
3267 context->last_was_rhw = FALSE;
3268 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3269 device->untransformed = TRUE;
3271 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3272 * Not needed as long as only hw shaders are supported
3275 /* This sets the shader output position correction constants.
3276 * TODO: Move to the viewport state
3278 if (useVertexShaderFunction) {
3279 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3283 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3284 * off this function will be called again anyway to make sure they're properly set
3286 if(!useVertexShaderFunction) {
3287 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3288 * or transformed / untransformed was switched
3290 if(wasrhw != context->last_was_rhw &&
3291 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3292 !isStateDirty(context, STATE_VIEWPORT)) {
3293 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3295 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3296 * mode.
3298 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3299 * this check will fail and the matrix not applied again. This is OK because a simple
3300 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3301 * needs of the vertex declaration.
3303 * World and view matrix go into the same gl matrix, so only apply them when neither is
3304 * dirty
3306 if(transformed != wasrhw &&
3307 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3308 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3309 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3312 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3313 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3316 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3317 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3319 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
3320 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
3322 } else {
3323 /* We compile the shader here because we need the vertex declaration
3324 * in order to determine if we need to do any swizzling for D3DCOLOR
3325 * registers. If the shader is already compiled this call will do nothing. */
3326 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3328 if(!context->last_was_vshader) {
3329 int i;
3330 static BOOL warned = FALSE;
3331 /* Disable all clip planes to get defined results on all drivers. See comment in the
3332 * state_clipping state handler
3334 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3335 glDisable(GL_CLIP_PLANE0 + i);
3336 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3339 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3340 FIXME("Clipping not supported with vertex shaders\n");
3341 warned = TRUE;
3346 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3347 * application
3349 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3350 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3352 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3353 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3357 context->last_was_vshader = useVertexShaderFunction;
3359 if(updateFog) {
3360 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3362 if(!useVertexShaderFunction) {
3363 int i;
3364 for(i = 0; i < MAX_TEXTURES; i++) {
3365 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
3366 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
3372 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3373 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3374 checkGLcall("glDepthRange");
3375 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3377 if(stateblock->wineD3DDevice->render_offscreen) {
3378 glViewport(stateblock->viewport.X,
3379 stateblock->viewport.Y,
3380 stateblock->viewport.Width, stateblock->viewport.Height);
3381 } else {
3382 glViewport(stateblock->viewport.X,
3383 (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3384 stateblock->viewport.Width, stateblock->viewport.Height);
3387 checkGLcall("glViewport");
3389 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
3390 stateblock->wineD3DDevice->posFixup[3] = -1.0 / stateblock->viewport.Height;
3391 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3392 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3397 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3398 UINT Index = state - STATE_ACTIVELIGHT(0);
3399 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3401 if(!lightInfo) {
3402 glDisable(GL_LIGHT0 + Index);
3403 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3404 } else {
3405 float quad_att;
3406 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3408 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3409 glMatrixMode(GL_MODELVIEW);
3410 glPushMatrix();
3411 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3413 /* Diffuse: */
3414 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3415 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3416 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3417 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3418 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3419 checkGLcall("glLightfv");
3421 /* Specular */
3422 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3423 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3424 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3425 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3426 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3427 checkGLcall("glLightfv");
3429 /* Ambient */
3430 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3431 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3432 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3433 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3434 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3435 checkGLcall("glLightfv");
3437 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3438 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3439 } else {
3440 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3443 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3444 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3445 * Attenuation0 to NaN and crashes in the gl lib
3448 switch (lightInfo->OriginalParms.Type) {
3449 case WINED3DLIGHT_POINT:
3450 /* Position */
3451 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3452 checkGLcall("glLightfv");
3453 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3454 checkGLcall("glLightf");
3455 /* Attenuation - Are these right? guessing... */
3456 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3457 checkGLcall("glLightf");
3458 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3459 checkGLcall("glLightf");
3460 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3461 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3462 checkGLcall("glLightf");
3463 /* FIXME: Range */
3464 break;
3466 case WINED3DLIGHT_SPOT:
3467 /* Position */
3468 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3469 checkGLcall("glLightfv");
3470 /* Direction */
3471 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3472 checkGLcall("glLightfv");
3473 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3474 checkGLcall("glLightf");
3475 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3476 checkGLcall("glLightf");
3477 /* Attenuation - Are these right? guessing... */
3478 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3479 checkGLcall("glLightf");
3480 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3481 checkGLcall("glLightf");
3482 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3483 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3484 checkGLcall("glLightf");
3485 /* FIXME: Range */
3486 break;
3488 case WINED3DLIGHT_DIRECTIONAL:
3489 /* Direction */
3490 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3491 checkGLcall("glLightfv");
3492 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3493 checkGLcall("glLightf");
3494 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3495 checkGLcall("glLightf");
3496 break;
3498 default:
3499 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3502 /* Restore the modelview matrix */
3503 glPopMatrix();
3505 glEnable(GL_LIGHT0 + Index);
3506 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3509 return;
3512 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3513 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3514 RECT *pRect = &stateblock->scissorRect;
3515 RECT windowRect;
3516 UINT winHeight;
3518 GetClientRect(swapchain->win_handle, &windowRect);
3519 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3520 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3522 winHeight = windowRect.bottom - windowRect.top;
3523 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3524 pRect->right - pRect->left, pRect->bottom - pRect->top);
3526 if (stateblock->wineD3DDevice->render_offscreen) {
3527 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3528 } else {
3529 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3531 checkGLcall("glScissor");
3534 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3535 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3536 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3537 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3538 } else {
3539 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3540 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3545 const struct StateEntry StateTable[] =
3547 /* State name representative, apply function */
3548 { /* 0, Undefined */ 0, state_undefined },
3549 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3550 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3551 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3552 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3553 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3554 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3555 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3556 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3557 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3558 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3559 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3560 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3561 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3562 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3563 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3564 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3565 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3566 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3567 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3568 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3569 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3570 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3571 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3572 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3573 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3574 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3575 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3576 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3577 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3578 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3579 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3580 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3581 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3582 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3583 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3584 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3585 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3586 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3587 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3588 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3589 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3590 { /* 42, undefined */ 0, state_undefined },
3591 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3592 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3593 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3594 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3595 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3596 { /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog },
3597 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3598 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3599 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3600 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3601 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3602 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3603 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3604 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3605 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3606 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3607 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3608 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3609 { /* 61, Undefined */ 0, state_undefined },
3610 { /* 62, Undefined */ 0, state_undefined },
3611 { /* 63, Undefined */ 0, state_undefined },
3612 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3613 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3614 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3615 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3616 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3617 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3618 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3619 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3620 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3621 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3622 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3623 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3624 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3625 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3626 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3627 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3628 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3629 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3630 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3631 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3632 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3633 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3634 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3635 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3636 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3637 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3638 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3639 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3640 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3641 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3642 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3643 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3644 { /* 96, Undefined */ 0, state_undefined },
3645 { /* 97, Undefined */ 0, state_undefined },
3646 { /* 98, Undefined */ 0, state_undefined },
3647 { /* 99, Undefined */ 0, state_undefined },
3648 { /*100, Undefined */ 0, state_undefined },
3649 { /*101, Undefined */ 0, state_undefined },
3650 { /*102, Undefined */ 0, state_undefined },
3651 { /*103, Undefined */ 0, state_undefined },
3652 { /*104, Undefined */ 0, state_undefined },
3653 { /*105, Undefined */ 0, state_undefined },
3654 { /*106, Undefined */ 0, state_undefined },
3655 { /*107, Undefined */ 0, state_undefined },
3656 { /*108, Undefined */ 0, state_undefined },
3657 { /*109, Undefined */ 0, state_undefined },
3658 { /*110, Undefined */ 0, state_undefined },
3659 { /*111, Undefined */ 0, state_undefined },
3660 { /*112, Undefined */ 0, state_undefined },
3661 { /*113, Undefined */ 0, state_undefined },
3662 { /*114, Undefined */ 0, state_undefined },
3663 { /*115, Undefined */ 0, state_undefined },
3664 { /*116, Undefined */ 0, state_undefined },
3665 { /*117, Undefined */ 0, state_undefined },
3666 { /*118, Undefined */ 0, state_undefined },
3667 { /*119, Undefined */ 0, state_undefined },
3668 { /*120, Undefined */ 0, state_undefined },
3669 { /*121, Undefined */ 0, state_undefined },
3670 { /*122, Undefined */ 0, state_undefined },
3671 { /*123, Undefined */ 0, state_undefined },
3672 { /*124, Undefined */ 0, state_undefined },
3673 { /*125, Undefined */ 0, state_undefined },
3674 { /*126, Undefined */ 0, state_undefined },
3675 { /*127, Undefined */ 0, state_undefined },
3676 /* Big hole ends */
3677 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3678 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3679 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3680 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3681 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3682 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3683 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3684 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3685 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3686 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3687 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3688 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3689 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3690 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3691 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3692 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3693 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3694 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3695 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3696 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3697 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3698 { /*149, Undefined */ 0, state_undefined },
3699 { /*150, Undefined */ 0, state_undefined },
3700 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
3701 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3702 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3703 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
3704 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3705 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3706 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3707 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3708 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3709 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3710 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3711 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3712 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3713 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3714 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3715 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3716 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3717 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3718 { /*169, Undefined */ 0, state_undefined },
3719 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3720 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3721 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3722 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3723 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3724 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3725 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3726 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3727 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3728 { /*177, undefined */ 0, state_undefined },
3729 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3730 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3731 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3732 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3733 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3734 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3735 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3736 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3737 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3738 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3739 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3740 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3741 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3742 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3743 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3744 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3745 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite },
3746 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3747 { /*196, undefined */ 0, state_undefined },
3748 { /*197, undefined */ 0, state_undefined },
3749 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3750 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3751 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3752 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3753 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3754 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3755 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3756 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3757 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3758 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3759 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3760 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3761 /* Texture stage states */
3762 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3763 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3764 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3765 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3766 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3767 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3768 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3769 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3770 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3771 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3772 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3773 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3774 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3775 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3776 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3777 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3778 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3779 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3780 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3781 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3782 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3783 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3784 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3785 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3786 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3787 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3788 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3789 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3790 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3791 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3792 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3793 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3795 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3796 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3797 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3798 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3799 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3800 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3801 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3802 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3803 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3804 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3805 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3806 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3807 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3808 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3809 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3810 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3811 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3812 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3813 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3814 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3815 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3816 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3817 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3818 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3819 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3820 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3821 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3822 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
3823 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3824 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3825 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3826 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3828 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3829 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3830 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3831 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3832 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3833 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3834 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3835 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3836 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3837 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3838 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3839 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3840 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3841 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3842 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3843 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3844 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3845 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3846 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3847 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3848 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3849 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3850 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3851 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3852 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3853 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3854 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3855 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
3856 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3857 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3858 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3859 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3861 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3862 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3863 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3864 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3865 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3866 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3867 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3868 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3869 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3870 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3871 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3872 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3873 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3874 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3875 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3876 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3877 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3878 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3879 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3880 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3881 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3882 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3883 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3884 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3885 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3886 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3887 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3888 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
3889 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3890 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3891 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3892 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3894 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3895 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3896 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3897 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3898 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3899 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3900 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3901 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3902 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3903 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3904 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3905 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3906 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3907 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3908 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3909 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3910 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3911 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3912 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3913 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3914 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3915 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3916 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3917 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3918 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3919 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3920 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3921 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
3922 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3923 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3924 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3925 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3927 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3928 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3929 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3930 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3931 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3932 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3933 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3934 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3935 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3936 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3937 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3938 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3939 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3940 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3941 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3942 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3943 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3944 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3945 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3946 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3947 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3948 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3949 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3950 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3951 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3952 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3953 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3954 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
3955 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3956 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3957 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3958 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3960 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3961 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3962 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3963 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3964 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3965 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3966 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3967 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3968 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3969 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3970 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3971 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3972 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3973 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3974 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3975 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3976 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3977 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3978 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3979 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3980 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3981 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3982 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3983 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3984 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3985 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3986 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3987 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
3988 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3989 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3990 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3991 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3993 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3994 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3995 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3996 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3997 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3998 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3999 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4000 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4001 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4002 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4003 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4004 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4005 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4006 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4007 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4008 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4009 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4010 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4011 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4012 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4013 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4014 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4015 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4016 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4017 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4018 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4019 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4020 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
4021 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4022 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4023 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4024 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4025 /* Sampler states */
4026 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
4027 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
4028 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
4029 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
4030 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
4031 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
4032 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
4033 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
4034 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
4035 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
4036 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
4037 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
4038 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
4039 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
4040 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
4041 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
4042 { /*16, Vertex sampler 0 */ STATE_SAMPLER(16), sampler },
4043 { /*17, Vertex sampler 1 */ STATE_SAMPLER(17), sampler },
4044 { /*18, Vertex sampler 2 */ STATE_SAMPLER(18), sampler },
4045 { /*19, Vertex sampler 3 */ STATE_SAMPLER(19), sampler },
4046 /* Pixel shader */
4047 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
4048 /* Transform states follow */
4049 { /* 1, undefined */ 0, state_undefined },
4050 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
4051 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
4052 { /* 4, undefined */ 0, state_undefined },
4053 { /* 5, undefined */ 0, state_undefined },
4054 { /* 6, undefined */ 0, state_undefined },
4055 { /* 7, undefined */ 0, state_undefined },
4056 { /* 8, undefined */ 0, state_undefined },
4057 { /* 9, undefined */ 0, state_undefined },
4058 { /* 10, undefined */ 0, state_undefined },
4059 { /* 11, undefined */ 0, state_undefined },
4060 { /* 12, undefined */ 0, state_undefined },
4061 { /* 13, undefined */ 0, state_undefined },
4062 { /* 14, undefined */ 0, state_undefined },
4063 { /* 15, undefined */ 0, state_undefined },
4064 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
4065 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4066 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4067 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4068 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4069 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4070 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4071 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4072 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
4073 { /* 24, undefined */ 0, state_undefined },
4074 { /* 25, undefined */ 0, state_undefined },
4075 { /* 26, undefined */ 0, state_undefined },
4076 { /* 27, undefined */ 0, state_undefined },
4077 { /* 28, undefined */ 0, state_undefined },
4078 { /* 29, undefined */ 0, state_undefined },
4079 { /* 30, undefined */ 0, state_undefined },
4080 { /* 31, undefined */ 0, state_undefined },
4081 { /* 32, undefined */ 0, state_undefined },
4082 { /* 33, undefined */ 0, state_undefined },
4083 { /* 34, undefined */ 0, state_undefined },
4084 { /* 35, undefined */ 0, state_undefined },
4085 { /* 36, undefined */ 0, state_undefined },
4086 { /* 37, undefined */ 0, state_undefined },
4087 { /* 38, undefined */ 0, state_undefined },
4088 { /* 39, undefined */ 0, state_undefined },
4089 { /* 40, undefined */ 0, state_undefined },
4090 { /* 41, undefined */ 0, state_undefined },
4091 { /* 42, undefined */ 0, state_undefined },
4092 { /* 43, undefined */ 0, state_undefined },
4093 { /* 44, undefined */ 0, state_undefined },
4094 { /* 45, undefined */ 0, state_undefined },
4095 { /* 46, undefined */ 0, state_undefined },
4096 { /* 47, undefined */ 0, state_undefined },
4097 { /* 48, undefined */ 0, state_undefined },
4098 { /* 49, undefined */ 0, state_undefined },
4099 { /* 50, undefined */ 0, state_undefined },
4100 { /* 51, undefined */ 0, state_undefined },
4101 { /* 52, undefined */ 0, state_undefined },
4102 { /* 53, undefined */ 0, state_undefined },
4103 { /* 54, undefined */ 0, state_undefined },
4104 { /* 55, undefined */ 0, state_undefined },
4105 { /* 56, undefined */ 0, state_undefined },
4106 { /* 57, undefined */ 0, state_undefined },
4107 { /* 58, undefined */ 0, state_undefined },
4108 { /* 59, undefined */ 0, state_undefined },
4109 { /* 60, undefined */ 0, state_undefined },
4110 { /* 61, undefined */ 0, state_undefined },
4111 { /* 62, undefined */ 0, state_undefined },
4112 { /* 63, undefined */ 0, state_undefined },
4113 { /* 64, undefined */ 0, state_undefined },
4114 { /* 65, undefined */ 0, state_undefined },
4115 { /* 66, undefined */ 0, state_undefined },
4116 { /* 67, undefined */ 0, state_undefined },
4117 { /* 68, undefined */ 0, state_undefined },
4118 { /* 69, undefined */ 0, state_undefined },
4119 { /* 70, undefined */ 0, state_undefined },
4120 { /* 71, undefined */ 0, state_undefined },
4121 { /* 72, undefined */ 0, state_undefined },
4122 { /* 73, undefined */ 0, state_undefined },
4123 { /* 74, undefined */ 0, state_undefined },
4124 { /* 75, undefined */ 0, state_undefined },
4125 { /* 76, undefined */ 0, state_undefined },
4126 { /* 77, undefined */ 0, state_undefined },
4127 { /* 78, undefined */ 0, state_undefined },
4128 { /* 79, undefined */ 0, state_undefined },
4129 { /* 80, undefined */ 0, state_undefined },
4130 { /* 81, undefined */ 0, state_undefined },
4131 { /* 82, undefined */ 0, state_undefined },
4132 { /* 83, undefined */ 0, state_undefined },
4133 { /* 84, undefined */ 0, state_undefined },
4134 { /* 85, undefined */ 0, state_undefined },
4135 { /* 86, undefined */ 0, state_undefined },
4136 { /* 87, undefined */ 0, state_undefined },
4137 { /* 88, undefined */ 0, state_undefined },
4138 { /* 89, undefined */ 0, state_undefined },
4139 { /* 90, undefined */ 0, state_undefined },
4140 { /* 91, undefined */ 0, state_undefined },
4141 { /* 92, undefined */ 0, state_undefined },
4142 { /* 93, undefined */ 0, state_undefined },
4143 { /* 94, undefined */ 0, state_undefined },
4144 { /* 95, undefined */ 0, state_undefined },
4145 { /* 96, undefined */ 0, state_undefined },
4146 { /* 97, undefined */ 0, state_undefined },
4147 { /* 98, undefined */ 0, state_undefined },
4148 { /* 99, undefined */ 0, state_undefined },
4149 { /*100, undefined */ 0, state_undefined },
4150 { /*101, undefined */ 0, state_undefined },
4151 { /*102, undefined */ 0, state_undefined },
4152 { /*103, undefined */ 0, state_undefined },
4153 { /*104, undefined */ 0, state_undefined },
4154 { /*105, undefined */ 0, state_undefined },
4155 { /*106, undefined */ 0, state_undefined },
4156 { /*107, undefined */ 0, state_undefined },
4157 { /*108, undefined */ 0, state_undefined },
4158 { /*109, undefined */ 0, state_undefined },
4159 { /*110, undefined */ 0, state_undefined },
4160 { /*111, undefined */ 0, state_undefined },
4161 { /*112, undefined */ 0, state_undefined },
4162 { /*113, undefined */ 0, state_undefined },
4163 { /*114, undefined */ 0, state_undefined },
4164 { /*115, undefined */ 0, state_undefined },
4165 { /*116, undefined */ 0, state_undefined },
4166 { /*117, undefined */ 0, state_undefined },
4167 { /*118, undefined */ 0, state_undefined },
4168 { /*119, undefined */ 0, state_undefined },
4169 { /*120, undefined */ 0, state_undefined },
4170 { /*121, undefined */ 0, state_undefined },
4171 { /*122, undefined */ 0, state_undefined },
4172 { /*123, undefined */ 0, state_undefined },
4173 { /*124, undefined */ 0, state_undefined },
4174 { /*125, undefined */ 0, state_undefined },
4175 { /*126, undefined */ 0, state_undefined },
4176 { /*127, undefined */ 0, state_undefined },
4177 { /*128, undefined */ 0, state_undefined },
4178 { /*129, undefined */ 0, state_undefined },
4179 { /*130, undefined */ 0, state_undefined },
4180 { /*131, undefined */ 0, state_undefined },
4181 { /*132, undefined */ 0, state_undefined },
4182 { /*133, undefined */ 0, state_undefined },
4183 { /*134, undefined */ 0, state_undefined },
4184 { /*135, undefined */ 0, state_undefined },
4185 { /*136, undefined */ 0, state_undefined },
4186 { /*137, undefined */ 0, state_undefined },
4187 { /*138, undefined */ 0, state_undefined },
4188 { /*139, undefined */ 0, state_undefined },
4189 { /*140, undefined */ 0, state_undefined },
4190 { /*141, undefined */ 0, state_undefined },
4191 { /*142, undefined */ 0, state_undefined },
4192 { /*143, undefined */ 0, state_undefined },
4193 { /*144, undefined */ 0, state_undefined },
4194 { /*145, undefined */ 0, state_undefined },
4195 { /*146, undefined */ 0, state_undefined },
4196 { /*147, undefined */ 0, state_undefined },
4197 { /*148, undefined */ 0, state_undefined },
4198 { /*149, undefined */ 0, state_undefined },
4199 { /*150, undefined */ 0, state_undefined },
4200 { /*151, undefined */ 0, state_undefined },
4201 { /*152, undefined */ 0, state_undefined },
4202 { /*153, undefined */ 0, state_undefined },
4203 { /*154, undefined */ 0, state_undefined },
4204 { /*155, undefined */ 0, state_undefined },
4205 { /*156, undefined */ 0, state_undefined },
4206 { /*157, undefined */ 0, state_undefined },
4207 { /*158, undefined */ 0, state_undefined },
4208 { /*159, undefined */ 0, state_undefined },
4209 { /*160, undefined */ 0, state_undefined },
4210 { /*161, undefined */ 0, state_undefined },
4211 { /*162, undefined */ 0, state_undefined },
4212 { /*163, undefined */ 0, state_undefined },
4213 { /*164, undefined */ 0, state_undefined },
4214 { /*165, undefined */ 0, state_undefined },
4215 { /*166, undefined */ 0, state_undefined },
4216 { /*167, undefined */ 0, state_undefined },
4217 { /*168, undefined */ 0, state_undefined },
4218 { /*169, undefined */ 0, state_undefined },
4219 { /*170, undefined */ 0, state_undefined },
4220 { /*171, undefined */ 0, state_undefined },
4221 { /*172, undefined */ 0, state_undefined },
4222 { /*173, undefined */ 0, state_undefined },
4223 { /*174, undefined */ 0, state_undefined },
4224 { /*175, undefined */ 0, state_undefined },
4225 { /*176, undefined */ 0, state_undefined },
4226 { /*177, undefined */ 0, state_undefined },
4227 { /*178, undefined */ 0, state_undefined },
4228 { /*179, undefined */ 0, state_undefined },
4229 { /*180, undefined */ 0, state_undefined },
4230 { /*181, undefined */ 0, state_undefined },
4231 { /*182, undefined */ 0, state_undefined },
4232 { /*183, undefined */ 0, state_undefined },
4233 { /*184, undefined */ 0, state_undefined },
4234 { /*185, undefined */ 0, state_undefined },
4235 { /*186, undefined */ 0, state_undefined },
4236 { /*187, undefined */ 0, state_undefined },
4237 { /*188, undefined */ 0, state_undefined },
4238 { /*189, undefined */ 0, state_undefined },
4239 { /*190, undefined */ 0, state_undefined },
4240 { /*191, undefined */ 0, state_undefined },
4241 { /*192, undefined */ 0, state_undefined },
4242 { /*193, undefined */ 0, state_undefined },
4243 { /*194, undefined */ 0, state_undefined },
4244 { /*195, undefined */ 0, state_undefined },
4245 { /*196, undefined */ 0, state_undefined },
4246 { /*197, undefined */ 0, state_undefined },
4247 { /*198, undefined */ 0, state_undefined },
4248 { /*199, undefined */ 0, state_undefined },
4249 { /*200, undefined */ 0, state_undefined },
4250 { /*201, undefined */ 0, state_undefined },
4251 { /*202, undefined */ 0, state_undefined },
4252 { /*203, undefined */ 0, state_undefined },
4253 { /*204, undefined */ 0, state_undefined },
4254 { /*205, undefined */ 0, state_undefined },
4255 { /*206, undefined */ 0, state_undefined },
4256 { /*207, undefined */ 0, state_undefined },
4257 { /*208, undefined */ 0, state_undefined },
4258 { /*209, undefined */ 0, state_undefined },
4259 { /*210, undefined */ 0, state_undefined },
4260 { /*211, undefined */ 0, state_undefined },
4261 { /*212, undefined */ 0, state_undefined },
4262 { /*213, undefined */ 0, state_undefined },
4263 { /*214, undefined */ 0, state_undefined },
4264 { /*215, undefined */ 0, state_undefined },
4265 { /*216, undefined */ 0, state_undefined },
4266 { /*217, undefined */ 0, state_undefined },
4267 { /*218, undefined */ 0, state_undefined },
4268 { /*219, undefined */ 0, state_undefined },
4269 { /*220, undefined */ 0, state_undefined },
4270 { /*221, undefined */ 0, state_undefined },
4271 { /*222, undefined */ 0, state_undefined },
4272 { /*223, undefined */ 0, state_undefined },
4273 { /*224, undefined */ 0, state_undefined },
4274 { /*225, undefined */ 0, state_undefined },
4275 { /*226, undefined */ 0, state_undefined },
4276 { /*227, undefined */ 0, state_undefined },
4277 { /*228, undefined */ 0, state_undefined },
4278 { /*229, undefined */ 0, state_undefined },
4279 { /*230, undefined */ 0, state_undefined },
4280 { /*231, undefined */ 0, state_undefined },
4281 { /*232, undefined */ 0, state_undefined },
4282 { /*233, undefined */ 0, state_undefined },
4283 { /*234, undefined */ 0, state_undefined },
4284 { /*235, undefined */ 0, state_undefined },
4285 { /*236, undefined */ 0, state_undefined },
4286 { /*237, undefined */ 0, state_undefined },
4287 { /*238, undefined */ 0, state_undefined },
4288 { /*239, undefined */ 0, state_undefined },
4289 { /*240, undefined */ 0, state_undefined },
4290 { /*241, undefined */ 0, state_undefined },
4291 { /*242, undefined */ 0, state_undefined },
4292 { /*243, undefined */ 0, state_undefined },
4293 { /*244, undefined */ 0, state_undefined },
4294 { /*245, undefined */ 0, state_undefined },
4295 { /*246, undefined */ 0, state_undefined },
4296 { /*247, undefined */ 0, state_undefined },
4297 { /*248, undefined */ 0, state_undefined },
4298 { /*249, undefined */ 0, state_undefined },
4299 { /*250, undefined */ 0, state_undefined },
4300 { /*251, undefined */ 0, state_undefined },
4301 { /*252, undefined */ 0, state_undefined },
4302 { /*253, undefined */ 0, state_undefined },
4303 { /*254, undefined */ 0, state_undefined },
4304 { /*255, undefined */ 0, state_undefined },
4305 /* End huge gap */
4306 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4307 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4308 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4309 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4310 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4311 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4312 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4313 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4314 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4315 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4316 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4317 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4318 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4319 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4320 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4321 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4322 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4323 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4324 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4325 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4326 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4327 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4328 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4329 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4330 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4331 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4332 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4333 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4334 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4335 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4336 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4337 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4338 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4339 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4340 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4341 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4342 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4343 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4344 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4345 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4346 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4347 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4348 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4349 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4350 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4351 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4352 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4353 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4354 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4355 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4356 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4357 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4358 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4359 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4360 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4361 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4362 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4363 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4364 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4365 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4366 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4367 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4368 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4369 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4370 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4371 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4372 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4373 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4374 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4375 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4376 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4377 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4378 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4379 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4380 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4381 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4382 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4383 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4384 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4385 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4386 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4387 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4388 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4389 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4390 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4391 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4392 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4393 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4394 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4395 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4396 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4397 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4398 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4399 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4400 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4401 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4402 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4403 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4404 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4405 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4406 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4407 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4408 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4409 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4410 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4411 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4412 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4413 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4414 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4415 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4416 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4417 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4418 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4419 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4420 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4421 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4422 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4423 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4424 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4425 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4426 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4427 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4428 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4429 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4430 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4431 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4432 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4433 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4434 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4435 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4436 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4437 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4438 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4439 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4440 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4441 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4442 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4443 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4444 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4445 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4446 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4447 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4448 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4449 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4450 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4451 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4452 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4453 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4454 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4455 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4456 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4457 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4458 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4459 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4460 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4461 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4462 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4463 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4464 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4465 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4466 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4467 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4468 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4469 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4470 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4471 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4472 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4473 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4474 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4475 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4476 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4477 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4478 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4479 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4480 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4481 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4482 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4483 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4484 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4485 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4486 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4487 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4488 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4489 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4490 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4491 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4492 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4493 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4494 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4495 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4496 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4497 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4498 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4499 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4500 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4501 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4502 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4503 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4504 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4505 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4506 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4507 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4508 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4509 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4510 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4511 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4512 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4513 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4514 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4515 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4516 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4517 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4518 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4519 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4520 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4521 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4522 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4523 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4524 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4525 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4526 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4527 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4528 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4529 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4530 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4531 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4532 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4533 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4534 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4535 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4536 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4537 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4538 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4539 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4540 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4541 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4542 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4543 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4544 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4545 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4546 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4547 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4548 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4549 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4550 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4551 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4552 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4553 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4554 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4555 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4556 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4557 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4558 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4559 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4560 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4561 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4562 /* Various Vertex states follow */
4563 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4564 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4565 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4566 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4567 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4568 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4569 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4570 /* Lights */
4571 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4572 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4573 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4574 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4575 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4576 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4577 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4578 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4580 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4581 /* Clip planes */
4582 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4583 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4584 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4585 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4586 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4587 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4588 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4589 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4590 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4591 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4592 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4593 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4594 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4595 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4596 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4597 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4598 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4599 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4600 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4601 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4602 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4603 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4604 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4605 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4606 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4607 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4608 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4609 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4610 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4611 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4612 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4613 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },
4615 { /* STATE_MATERIAL */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},