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[wine/hacks.git] / dlls / wined3d / state.c
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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_SRCBLEND]) {
251 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
252 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
253 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
254 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
255 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
256 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
257 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
258 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
259 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
260 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
261 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
263 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
264 dstBlend = GL_SRC_ALPHA;
265 break;
267 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
268 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
269 break;
271 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
272 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
273 default:
274 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
277 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
278 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
279 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
280 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
281 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
282 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
283 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
284 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
285 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
286 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
287 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
288 case WINED3DBLEND_SRCALPHASAT : dstBlend = GL_SRC_ALPHA_SATURATE; break;
290 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
291 srcBlend = GL_SRC_ALPHA;
292 break;
294 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
295 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
296 break;
298 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
299 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
300 default:
301 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
304 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
305 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
306 glEnable(GL_LINE_SMOOTH);
307 checkGLcall("glEnable(GL_LINE_SMOOTH)");
308 if(srcBlend != GL_SRC_ALPHA) {
309 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
311 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
312 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
314 } else {
315 glDisable(GL_LINE_SMOOTH);
316 checkGLcall("glDisable(GL_LINE_SMOOTH)");
319 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
320 glBlendFunc(srcBlend, dstBlend);
321 checkGLcall("glBlendFunc");
324 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
325 float col[4];
327 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
328 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
329 GL_EXTCALL(glBlendColor (col[0],col[1],col[2],col[3]));
330 checkGLcall("glBlendColor");
333 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
334 int glParm = 0;
335 float ref;
336 BOOL enable_ckey = FALSE;
338 IWineD3DSurfaceImpl *surf;
340 /* Find out if the texture on the first stage has a ckey set
341 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
342 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
343 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
344 * in case it finds some texture+colorkeyenable combination which needs extra care.
346 if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
347 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
349 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
350 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
351 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
352 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
353 * surface has alpha bits
355 if(fmt->alphaMask == 0x00000000) {
356 enable_ckey = TRUE;
361 if(enable_ckey || context->last_was_ckey) {
362 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
364 context->last_was_ckey = enable_ckey;
366 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
367 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
368 glEnable(GL_ALPHA_TEST);
369 checkGLcall("glEnable GL_ALPHA_TEST");
370 } else {
371 glDisable(GL_ALPHA_TEST);
372 checkGLcall("glDisable GL_ALPHA_TEST");
373 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
374 * enable call
376 return;
379 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
380 glParm = GL_NOTEQUAL;
381 ref = 0.0;
382 } else {
383 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
384 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
386 if(glParm) {
387 glAlphaFunc(glParm, ref);
388 checkGLcall("glAlphaFunc");
392 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
393 DWORD enable = 0xFFFFFFFF;
394 DWORD disable = 0x00000000;
396 if (use_vs(stateblock->wineD3DDevice)) {
397 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
398 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
399 * contitions I got sick of tracking down. The shader state handler disables all clip planes because
400 * of that - don't do anything here and keep them disabled
402 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
403 static BOOL warned = FALSE;
404 if(!warned) {
405 FIXME("Clipping not supported with vertex shaders\n");
406 warned = TRUE;
409 return;
412 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
413 * of already set values
416 /* If enabling / disabling all
417 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
419 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
420 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
421 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
422 } else {
423 disable = 0xffffffff;
424 enable = 0x00;
427 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
428 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
429 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
430 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
431 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
432 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
434 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
435 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
436 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
437 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
438 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
439 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
441 /** update clipping status */
442 if (enable) {
443 stateblock->clip_status.ClipUnion = 0;
444 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
445 } else {
446 stateblock->clip_status.ClipUnion = 0;
447 stateblock->clip_status.ClipIntersection = 0;
451 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
452 int glParm = GL_FUNC_ADD;
454 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
455 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
456 return;
459 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
460 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
461 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
462 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
463 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
464 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
465 default:
466 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
469 TRACE("glBlendEquation(%x)\n", glParm);
470 GL_EXTCALL(glBlendEquation(glParm));
471 checkGLcall("glBlendEquation");
474 static void
475 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
476 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
477 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
478 * specular color. This is wrong:
479 * Separate specular color means the specular colour is maintained separately, whereas
480 * single color means it is merged in. However in both cases they are being used to
481 * some extent.
482 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
483 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
484 * running 1.4 yet!
487 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
488 * Instead, we need to setup the FinalCombiner properly.
490 * The default setup for the FinalCombiner is:
492 * <variable> <input> <mapping> <usage>
493 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
494 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
495 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
496 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
497 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
498 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
499 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
501 * That's pretty much fine as it is, except for variable B, which needs to take
502 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
503 * whether WINED3DRS_SPECULARENABLE is enabled or not.
506 TRACE("Setting specular enable state and materials\n");
507 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
508 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
509 checkGLcall("glMaterialfv");
511 if(stateblock->material.Power > 128.0) {
512 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
513 * and 128.0, although in d3d neither -1 nor 129 produce an error. For values > 128 clamp
514 * them, since 128 results in a hardly visible specular highlight, so it should be safe to
515 * to clamp to 128
517 WARN("Material power > 128\n");
518 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.0);
519 } else {
520 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
522 checkGLcall("glMaterialf(GL_SHININESS");
524 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
525 glEnable(GL_COLOR_SUM_EXT);
526 } else {
527 TRACE("Specular colors cannot be enabled in this version of opengl\n");
529 checkGLcall("glEnable(GL_COLOR_SUM)");
531 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
532 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
533 checkGLcall("glFinalCombinerInputNV()");
535 } else {
536 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
538 /* for the case of enabled lighting: */
539 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
540 checkGLcall("glMaterialfv");
542 /* for the case of disabled lighting: */
543 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
544 glDisable(GL_COLOR_SUM_EXT);
545 } else {
546 TRACE("Specular colors cannot be disabled in this version of opengl\n");
548 checkGLcall("glDisable(GL_COLOR_SUM)");
550 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
551 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
552 checkGLcall("glFinalCombinerInputNV()");
556 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
557 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
558 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
559 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
560 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
561 stateblock->material.Specular.b, stateblock->material.Specular.a);
562 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
563 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
565 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
566 checkGLcall("glMaterialfv(GL_AMBIENT)");
567 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
568 checkGLcall("glMaterialfv(GL_DIFFUSE)");
569 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
570 checkGLcall("glMaterialfv(GL_EMISSION)");
573 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
574 unsigned int i;
576 /* Note the texture color applies to all textures whereas
577 * GL_TEXTURE_ENV_COLOR applies to active only
579 float col[4];
580 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
582 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
583 /* And now the default texture color as well */
584 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
585 /* Note the WINED3DRS value applies to all textures, but GL has one
586 * per texture, so apply it now ready to be used!
588 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
589 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
590 checkGLcall("glActiveTextureARB");
591 } else if (i>0) {
592 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
595 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
596 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
598 } else {
599 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
603 static void
604 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
605 #if 0 /* Don't use OpenGL 2.0 calls for now */
606 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
607 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
608 checkGLcall("glStencilFuncSeparate(...)");
609 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
610 checkGLcall("glStencilOpSeparate(...)");
612 else
613 #endif
614 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
615 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
616 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
617 GL_EXTCALL(glActiveStencilFaceEXT(face));
618 checkGLcall("glActiveStencilFaceEXT(...)");
619 glStencilFunc(func, ref, mask);
620 checkGLcall("glStencilFunc(...)");
621 glStencilOp(stencilFail, depthFail, stencilPass);
622 checkGLcall("glStencilOp(...)");
623 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
624 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
625 checkGLcall("glStencilFuncSeparateATI(...)");
626 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
627 checkGLcall("glStencilOpSeparateATI(...)");
628 } else {
629 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
633 static void
634 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
635 DWORD onesided_enable = FALSE;
636 DWORD twosided_enable = FALSE;
637 GLint func = GL_ALWAYS;
638 GLint func_ccw = GL_ALWAYS;
639 GLint ref = 0;
640 GLuint mask = 0;
641 GLint stencilFail = GL_KEEP;
642 GLint depthFail = GL_KEEP;
643 GLint stencilPass = GL_KEEP;
644 GLint stencilFail_ccw = GL_KEEP;
645 GLint depthFail_ccw = GL_KEEP;
646 GLint stencilPass_ccw = GL_KEEP;
648 /* No stencil test without a stencil buffer */
649 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
650 glDisable(GL_STENCIL_TEST);
651 checkGLcall("glDisable GL_STENCIL_TEST");
652 return;
655 if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
656 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
657 if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
658 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
659 if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
660 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
661 func = GL_ALWAYS;
662 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
663 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
664 func = GL_ALWAYS;
665 if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
666 ref = stateblock->renderState[WINED3DRS_STENCILREF];
667 if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
668 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
669 if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
670 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
671 if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
672 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
673 if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
674 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
675 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
676 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
677 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
678 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
679 if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
680 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
682 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
683 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
684 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
685 onesided_enable, twosided_enable, ref, mask,
686 func, stencilFail, depthFail, stencilPass,
687 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
689 if (twosided_enable) {
690 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
691 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
692 } else {
693 if (onesided_enable) {
694 glEnable(GL_STENCIL_TEST);
695 checkGLcall("glEnable GL_STENCIL_TEST");
696 glStencilFunc(func, ref, mask);
697 checkGLcall("glStencilFunc(...)");
698 glStencilOp(stencilFail, depthFail, stencilPass);
699 checkGLcall("glStencilOp(...)");
700 } else {
701 glDisable(GL_STENCIL_TEST);
702 checkGLcall("glDisable GL_STENCIL_TEST");
707 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
708 if(stateblock->wineD3DDevice->stencilBufferTarget) {
709 glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
710 } else {
711 glStencilMask(0);
713 checkGLcall("glStencilMask");
716 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
717 /* TODO: Put this into the vertex type block once that is in the state table */
718 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
719 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
720 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
721 float fogstart, fogend;
723 union {
724 DWORD d;
725 float f;
726 } tmpvalue;
728 if (!fogenable) {
729 /* No fog? Disable it, and we're done :-) */
730 glDisable(GL_FOG);
731 checkGLcall("glDisable GL_FOG");
732 if( use_ps(stateblock->wineD3DDevice)
733 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
734 /* disable fog in the pixel shader
735 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
736 * -1/(e-s) and e/(e-s) respectively.
738 glFogf(GL_FOG_START, 0.0f);
739 checkGLcall("glFogf(GL_FOG_START, fogstart");
740 glFogf(GL_FOG_END, 1.0f);
741 checkGLcall("glFogf(GL_FOG_END, fogend");
743 return;
746 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
747 fogstart = tmpvalue.f;
748 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
749 fogend = tmpvalue.f;
751 /* Fog Rules:
753 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
754 * It can use the Z value of the vertex, or the alpha component of the specular color.
755 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
756 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
757 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
759 * FOGTABLEMODE != NONE:
760 * The Z value is used, with the equation specified, no matter what vertex type.
762 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
763 * Per vertex fog is calculated using the specified fog equation and the parameters
765 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
766 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
767 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
770 * Rules for vertex fog with shaders:
772 * When mixing fixed function functionality with the programmable pipeline, D3D expects
773 * the fog computation to happen during transformation while openGL expects it to happen
774 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
775 * the pixel shader while openGL always expects the pixel shader to handle the blending.
776 * To solve this problem, WineD3D does:
777 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
778 * shader,
779 * and 2) disables the fog computation (in either the fixed function or programmable
780 * rasterizer) if using a vertex program.
783 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
784 * without shaders).
787 if( is_ps3 ) {
788 if( !use_vs(stateblock->wineD3DDevice)
789 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
790 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
794 if (use_vs(stateblock->wineD3DDevice)
795 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
796 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
797 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
798 /* Disable fog */
799 fogenable = FALSE;
800 } else {
801 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
802 glFogi(GL_FOG_MODE, GL_LINEAR);
803 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
804 fogstart = 1.0;
805 fogend = 0.0;
807 context->last_was_foggy_shader = TRUE;
809 else if( use_ps(stateblock->wineD3DDevice) ) {
810 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
811 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
813 WINED3DFOGMODE mode;
814 context->last_was_foggy_shader = FALSE;
816 /* If both fogmodes are set use the table fog mode */
817 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
818 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
819 else
820 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
822 switch (mode) {
823 case WINED3DFOG_EXP:
824 case WINED3DFOG_EXP2:
825 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
826 /* Disable fog */
827 fogenable = FALSE;
828 break;
830 case WINED3DFOG_LINEAR:
831 fogstart = -1.0f/(fogend-fogstart);
832 fogend *= -fogstart;
833 break;
835 case WINED3DFOG_NONE:
836 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
837 /* Disable fog */
838 fogenable = FALSE;
839 break;
840 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
843 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
844 * the system will apply only pixel(=table) fog effects."
846 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
847 glHint(GL_FOG_HINT, GL_FASTEST);
848 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
849 context->last_was_foggy_shader = FALSE;
851 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
852 /* If processed vertices are used, fall through to the NONE case */
853 case WINED3DFOG_EXP: {
854 if(!context->last_was_rhw) {
855 glFogi(GL_FOG_MODE, GL_EXP);
856 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
857 if(GL_SUPPORT(EXT_FOG_COORD)) {
858 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
859 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
861 break;
864 case WINED3DFOG_EXP2: {
865 if(!context->last_was_rhw) {
866 glFogi(GL_FOG_MODE, GL_EXP2);
867 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
868 if(GL_SUPPORT(EXT_FOG_COORD)) {
869 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
870 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
872 break;
875 case WINED3DFOG_LINEAR: {
876 if(!context->last_was_rhw) {
877 glFogi(GL_FOG_MODE, GL_LINEAR);
878 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
879 if(GL_SUPPORT(EXT_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");
883 break;
886 case WINED3DFOG_NONE: {
887 /* Both are none? According to msdn the alpha channel of the specular
888 * color contains a fog factor. Set it in drawStridedSlow.
889 * Same happens with Vertexfog on transformed vertices
891 if(GL_SUPPORT(EXT_FOG_COORD)) {
892 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
893 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
894 glFogi(GL_FOG_MODE, GL_LINEAR);
895 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
896 fogstart = 0xff;
897 fogend = 0x0;
898 } else {
899 /* Disable GL fog, handle this in software in drawStridedSlow */
900 fogenable = FALSE;
902 break;
904 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
906 } else {
907 glHint(GL_FOG_HINT, GL_NICEST);
908 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
909 context->last_was_foggy_shader = FALSE;
911 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
912 case WINED3DFOG_EXP:
913 glFogi(GL_FOG_MODE, GL_EXP);
914 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
915 if(GL_SUPPORT(EXT_FOG_COORD)) {
916 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
917 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
919 break;
921 case WINED3DFOG_EXP2:
922 glFogi(GL_FOG_MODE, GL_EXP2);
923 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
924 if(GL_SUPPORT(EXT_FOG_COORD)) {
925 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
926 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
928 break;
930 case WINED3DFOG_LINEAR:
931 glFogi(GL_FOG_MODE, GL_LINEAR);
932 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
933 if(GL_SUPPORT(EXT_FOG_COORD)) {
934 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
935 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
937 break;
939 case WINED3DFOG_NONE: /* Won't happen */
940 default:
941 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
945 if(fogenable) {
946 glEnable(GL_FOG);
947 checkGLcall("glEnable GL_FOG");
949 glFogfv(GL_FOG_START, &fogstart);
950 checkGLcall("glFogf(GL_FOG_START, fogstart");
951 TRACE("Fog Start == %f\n", fogstart);
953 glFogfv(GL_FOG_END, &fogend);
954 checkGLcall("glFogf(GL_FOG_END, fogend");
955 TRACE("Fog End == %f\n", fogend);
956 } else {
957 glDisable(GL_FOG);
958 checkGLcall("glDisable GL_FOG");
959 if( use_ps(stateblock->wineD3DDevice) ) {
960 /* disable fog in the pixel shader
961 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
962 * -1/(e-s) and e/(e-s) respectively.
964 glFogf(GL_FOG_START, 0.0f);
965 checkGLcall("glFogf(GL_FOG_START, fogstart");
966 glFogf(GL_FOG_END, 1.0f);
967 checkGLcall("glFogf(GL_FOG_END, fogend");
971 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
972 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
976 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
977 float col[4];
978 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
979 glFogfv(GL_FOG_COLOR, &col[0]);
980 checkGLcall("glFog GL_FOG_COLOR");
983 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
984 union {
985 DWORD d;
986 float f;
987 } tmpvalue;
988 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
989 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
990 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
993 /* TODO: Merge with primitive type + init_materials()!! */
994 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
995 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
996 GLenum Parm = 0;
997 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
998 BOOL isDiffuseSupplied;
1000 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1001 * The vertex declaration will call this function if the fixed function pipeline is used.
1004 if(isStateDirty(context, STATE_VDECL)) {
1005 return;
1008 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1010 context->num_untracked_materials = 0;
1011 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1012 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1013 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1014 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1015 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1016 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1018 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1019 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1020 Parm = GL_AMBIENT_AND_DIFFUSE;
1021 } else {
1022 Parm = GL_DIFFUSE;
1024 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1025 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1026 context->num_untracked_materials++;
1028 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1029 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1030 context->num_untracked_materials++;
1032 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1033 Parm = GL_AMBIENT;
1034 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1035 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1036 context->num_untracked_materials++;
1038 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1039 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1040 context->num_untracked_materials++;
1042 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1043 Parm = GL_EMISSION;
1044 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1045 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1046 context->num_untracked_materials++;
1048 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1049 Parm = GL_SPECULAR;
1053 /* Nothing changed, return. */
1054 if (Parm == context->tracking_parm) return;
1056 if(!Parm) {
1057 glDisable(GL_COLOR_MATERIAL);
1058 checkGLcall("glDisable GL_COLOR_MATERIAL");
1059 } else {
1060 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1061 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1062 glEnable(GL_COLOR_MATERIAL);
1063 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1066 /* Apparently calls to glMaterialfv are ignored for properties we're
1067 * tracking with glColorMaterial, so apply those here. */
1068 switch (context->tracking_parm) {
1069 case GL_AMBIENT_AND_DIFFUSE:
1070 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1071 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1072 checkGLcall("glMaterialfv");
1073 break;
1075 case GL_DIFFUSE:
1076 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1077 checkGLcall("glMaterialfv");
1078 break;
1080 case GL_AMBIENT:
1081 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1082 checkGLcall("glMaterialfv");
1083 break;
1085 case GL_EMISSION:
1086 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1087 checkGLcall("glMaterialfv");
1088 break;
1090 case GL_SPECULAR:
1091 /* Only change material color if specular is enabled, otherwise it is set to black */
1092 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1093 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1094 checkGLcall("glMaterialfv");
1095 } else {
1096 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1097 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1098 checkGLcall("glMaterialfv");
1100 break;
1103 context->tracking_parm = Parm;
1106 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1107 union {
1108 DWORD d;
1109 WINED3DLINEPATTERN lp;
1110 } tmppattern;
1111 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1113 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1115 if (tmppattern.lp.wRepeatFactor) {
1116 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1117 checkGLcall("glLineStipple(repeat, linepattern)");
1118 glEnable(GL_LINE_STIPPLE);
1119 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1120 } else {
1121 glDisable(GL_LINE_STIPPLE);
1122 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1126 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1127 union {
1128 DWORD d;
1129 float f;
1130 } tmpvalue;
1132 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1133 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1134 TRACE("ZBias value %f\n", tmpvalue.f);
1135 glPolygonOffset(0, -tmpvalue.f);
1136 checkGLcall("glPolygonOffset(0, -Value)");
1137 glEnable(GL_POLYGON_OFFSET_FILL);
1138 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1139 glEnable(GL_POLYGON_OFFSET_LINE);
1140 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1141 glEnable(GL_POLYGON_OFFSET_POINT);
1142 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1143 } else {
1144 glDisable(GL_POLYGON_OFFSET_FILL);
1145 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1146 glDisable(GL_POLYGON_OFFSET_LINE);
1147 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1148 glDisable(GL_POLYGON_OFFSET_POINT);
1149 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1154 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1155 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) {
1156 glEnable(GL_NORMALIZE);
1157 checkGLcall("glEnable(GL_NORMALIZE);");
1158 } else {
1159 glDisable(GL_NORMALIZE);
1160 checkGLcall("glDisable(GL_NORMALIZE);");
1164 static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1165 union {
1166 DWORD d;
1167 float f;
1168 } tmpvalue;
1170 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
1171 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1172 TRACE("Set point size to %f\n", tmpvalue.f);
1173 glPointSize(tmpvalue.f);
1174 checkGLcall("glPointSize(...);");
1177 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1178 union {
1179 DWORD d;
1180 float f;
1181 } tmpvalue;
1183 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1184 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1185 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1186 checkGLcall("glPointParameterfARB(...");
1188 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1189 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1190 checkGLcall("glPointParameterfEXT(...);");
1191 } else if(tmpvalue.f != 1.0) {
1192 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1196 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1197 union {
1198 DWORD d;
1199 float f;
1200 } tmpvalue;
1202 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1203 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1204 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1205 checkGLcall("glPointParameterfARB(...");
1207 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1208 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1209 checkGLcall("glPointParameterfEXT(...);");
1210 } else if(tmpvalue.f != 64.0) {
1211 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1215 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1216 /* TODO: Group this with the viewport */
1218 * POINTSCALEENABLE controls how point size value is treated. If set to
1219 * true, the point size is scaled with respect to height of viewport.
1220 * When set to false point size is in pixels.
1222 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1225 /* Default values */
1226 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1229 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
1230 * This means that OpenGL will clamp really small point sizes to 1.0f.
1231 * To correct for this we need to multiply by the scale factor when sizes
1232 * are less than 1.0f. scale_factor = 1.0f / point_size.
1234 GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
1235 if(pointSize > 0.0f) {
1236 GLfloat scaleFactor;
1238 if(pointSize < 1.0f) {
1239 scaleFactor = pointSize * pointSize;
1240 } else {
1241 scaleFactor = 1.0f;
1244 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1245 att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
1246 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1247 att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
1248 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1249 att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
1250 (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
1254 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1255 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1256 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1258 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1259 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1260 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1261 } else {
1262 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
1266 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1267 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1269 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1270 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1271 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1272 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1273 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1274 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1275 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1276 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1277 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1278 checkGLcall("glColorMask(...)");
1280 /* depends on WINED3DRS_COLORWRITEENABLE. */
1281 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1282 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1283 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1284 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1285 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1286 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1287 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1291 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1292 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1293 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1294 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1295 } else {
1296 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1297 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1301 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1302 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1303 TRACE("Last Pixel Drawing Enabled\n");
1304 } else {
1305 static BOOL first = TRUE;
1306 if(first) {
1307 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1308 first = FALSE;
1309 } else {
1310 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1315 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1316 /* TODO: NV_POINT_SPRITE */
1317 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1318 TRACE("Point sprites not supported\n");
1319 return;
1322 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1323 glEnable(GL_POINT_SPRITE_ARB);
1324 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)\n");
1325 } else {
1326 glDisable(GL_POINT_SPRITE_ARB);
1327 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)\n");
1331 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1333 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1334 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1335 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1336 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1337 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1339 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1341 TRACE("Stub\n");
1342 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1343 stateblock->renderState[WINED3DRS_WRAP1] ||
1344 stateblock->renderState[WINED3DRS_WRAP2] ||
1345 stateblock->renderState[WINED3DRS_WRAP3] ||
1346 stateblock->renderState[WINED3DRS_WRAP4] ||
1347 stateblock->renderState[WINED3DRS_WRAP5] ||
1348 stateblock->renderState[WINED3DRS_WRAP6] ||
1349 stateblock->renderState[WINED3DRS_WRAP7] ||
1350 stateblock->renderState[WINED3DRS_WRAP8] ||
1351 stateblock->renderState[WINED3DRS_WRAP9] ||
1352 stateblock->renderState[WINED3DRS_WRAP10] ||
1353 stateblock->renderState[WINED3DRS_WRAP11] ||
1354 stateblock->renderState[WINED3DRS_WRAP12] ||
1355 stateblock->renderState[WINED3DRS_WRAP13] ||
1356 stateblock->renderState[WINED3DRS_WRAP14] ||
1357 stateblock->renderState[WINED3DRS_WRAP15] ) {
1358 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1362 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1363 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1364 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1365 glEnable(GL_MULTISAMPLE_ARB);
1366 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1367 } else {
1368 glDisable(GL_MULTISAMPLE_ARB);
1369 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1371 } else {
1372 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1373 WARN("Multisample antialiasing not supported by gl\n");
1378 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1379 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1380 glEnable(GL_SCISSOR_TEST);
1381 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1382 } else {
1383 glDisable(GL_SCISSOR_TEST);
1384 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1388 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1389 union {
1390 DWORD d;
1391 float f;
1392 } tmpvalue;
1394 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1395 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1396 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1397 glEnable(GL_POLYGON_OFFSET_FILL);
1398 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1399 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1400 checkGLcall("glPolygonOffset(...)");
1401 } else {
1402 glDisable(GL_POLYGON_OFFSET_FILL);
1403 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1407 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1408 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1409 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1410 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1411 } else {
1412 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1413 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1417 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1418 TRACE("Stub\n");
1419 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1420 FIXME(" Stippled Alpha not supported yet.\n");
1423 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1424 TRACE("Stub\n");
1425 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1426 FIXME(" Antialias not supported yet.\n");
1429 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1430 TRACE("Stub\n");
1431 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1432 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1435 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1436 TRACE("Stub\n");
1437 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1438 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1441 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1442 union {
1443 DWORD d;
1444 float f;
1445 } tmpvalue;
1446 tmpvalue.f = 1.0f;
1448 TRACE("Stub\n");
1449 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1451 static BOOL displayed = FALSE;
1453 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1454 if(!displayed)
1455 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1457 displayed = TRUE;
1461 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1462 TRACE("Stub\n");
1463 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1464 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1467 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1468 TRACE("Stub\n");
1469 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1470 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1473 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1474 TRACE("Stub\n");
1475 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1476 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1480 static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1481 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
1482 FIXME("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n");
1485 static void state_separateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1486 TRACE("Stub\n");
1487 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1488 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1491 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1492 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1493 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1497 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1498 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1499 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1503 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1504 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1505 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1509 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1510 if(stateblock->renderState[WINED3DRS_ROP2]) {
1511 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1515 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1516 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1517 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1521 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1522 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1523 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1527 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1528 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1529 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1533 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1534 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1535 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1539 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1540 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1541 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1545 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1546 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1547 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1551 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1552 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1553 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1557 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1558 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1559 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1563 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1564 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1565 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1569 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1570 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1571 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1575 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1576 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1577 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1581 /* Activates the texture dimension according to the bound D3D texture.
1582 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1583 * Requires the caller to activate the correct unit before
1585 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1586 BOOL bumpmap = FALSE;
1588 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1589 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1590 bumpmap = TRUE;
1591 context->texShaderBumpMap |= (1 << stage);
1592 } else {
1593 context->texShaderBumpMap &= ~(1 << stage);
1596 if(stateblock->textures[stage]) {
1597 switch(stateblock->textureDimensions[stage]) {
1598 case GL_TEXTURE_2D:
1599 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1600 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1601 } else {
1602 glDisable(GL_TEXTURE_3D);
1603 checkGLcall("glDisable(GL_TEXTURE_3D)");
1604 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1605 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1606 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1608 glEnable(GL_TEXTURE_2D);
1609 checkGLcall("glEnable(GL_TEXTURE_2D)");
1611 break;
1612 case GL_TEXTURE_3D:
1613 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1614 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1615 } else {
1616 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1617 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1618 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1620 glDisable(GL_TEXTURE_2D);
1621 checkGLcall("glDisable(GL_TEXTURE_2D)");
1622 glEnable(GL_TEXTURE_3D);
1623 checkGLcall("glEnable(GL_TEXTURE_3D)");
1625 break;
1626 case GL_TEXTURE_CUBE_MAP_ARB:
1627 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1628 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1629 } else {
1630 glDisable(GL_TEXTURE_2D);
1631 checkGLcall("glDisable(GL_TEXTURE_2D)");
1632 glDisable(GL_TEXTURE_3D);
1633 checkGLcall("glDisable(GL_TEXTURE_3D)");
1634 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1635 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1637 break;
1639 } else {
1640 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1641 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1642 } else {
1643 glEnable(GL_TEXTURE_2D);
1644 checkGLcall("glEnable(GL_TEXTURE_2D)");
1645 glDisable(GL_TEXTURE_3D);
1646 checkGLcall("glDisable(GL_TEXTURE_3D)");
1647 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1648 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1649 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1651 /* Binding textures is done by samplers. A dummy texture will be bound */
1656 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1657 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1658 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1659 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1661 TRACE("Setting color op for stage %d\n", stage);
1663 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1664 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1665 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1666 return;
1669 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1671 if (mapped_stage != -1) {
1672 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1673 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1674 FIXME("Attempt to enable unsupported stage!\n");
1675 return;
1677 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1678 checkGLcall("glActiveTextureARB");
1679 } else if (stage > 0) {
1680 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1681 return;
1685 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1686 if(stateblock->lowest_disabled_stage > 0) {
1687 glEnable(GL_REGISTER_COMBINERS_NV);
1688 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1689 } else {
1690 glDisable(GL_REGISTER_COMBINERS_NV);
1693 if(stage >= stateblock->lowest_disabled_stage) {
1694 TRACE("Stage disabled\n");
1695 if (mapped_stage != -1) {
1696 /* Disable everything here */
1697 glDisable(GL_TEXTURE_2D);
1698 checkGLcall("glDisable(GL_TEXTURE_2D)");
1699 glDisable(GL_TEXTURE_3D);
1700 checkGLcall("glDisable(GL_TEXTURE_3D)");
1701 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1702 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1703 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1705 if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1706 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1709 /* All done */
1710 return;
1713 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1714 * if the sampler for this stage is dirty
1716 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1717 if (tex_used) activate_dimensions(stage, stateblock, context);
1720 /* Set the texture combiners */
1721 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1722 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1723 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1724 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1725 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1726 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1727 mapped_stage);
1729 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1730 * thus the texture shader may have to be updated
1732 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1733 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1734 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1735 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1736 if(usesBump != usedBump) {
1737 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1738 checkGLcall("glActiveTextureARB");
1739 activate_dimensions(stage + 1, stateblock, context);
1740 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1741 checkGLcall("glActiveTextureARB");
1744 } else {
1745 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1746 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1747 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1748 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1749 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1753 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1754 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1755 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1756 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1757 DWORD op, arg1, arg2, arg0;
1759 TRACE("Setting alpha op for stage %d\n", stage);
1760 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1761 if (mapped_stage != -1) {
1762 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1763 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1764 FIXME("Attempt to enable unsupported stage!\n");
1765 return;
1767 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1768 checkGLcall("glActiveTextureARB");
1769 } else if (stage > 0) {
1770 /* We can't do anything here */
1771 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1772 return;
1776 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1777 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1778 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1779 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1781 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1782 stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1783 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1785 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1786 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1788 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1789 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1790 * cannot remove the texture's alpha channel entirely.
1792 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1793 * on color keyed surfaces.
1795 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1797 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1798 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1799 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1803 TRACE("Setting alpha op for stage %d\n", stage);
1804 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1805 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1806 op, arg1, arg2, arg0,
1807 mapped_stage);
1808 } else {
1809 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1810 op, arg1, arg2, arg0);
1814 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1815 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1816 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1818 if (mapped_stage < 0) return;
1820 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1821 if(mapped_stage >= GL_LIMITS(textures)) {
1822 return;
1824 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1825 checkGLcall("glActiveTextureARB");
1826 } else if (mapped_stage > 0) {
1827 /* We can't do anything here */
1828 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1829 return;
1832 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1833 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1834 (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
1838 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
1839 int texture_idx;
1841 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
1842 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
1843 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1847 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
1848 UINT *offset = stateblock->streamOffset;
1849 unsigned int mapped_stage = 0;
1850 unsigned int textureNo = 0;
1852 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
1853 /* Abort if we don't support the extension. */
1854 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
1855 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1856 return;
1859 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
1860 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
1862 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
1863 if (mapped_stage == -1) continue;
1865 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
1866 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
1867 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
1869 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
1870 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
1871 checkGLcall("glBindBufferARB");
1872 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
1875 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1876 checkGLcall("glClientActiveTextureARB");
1878 /* The coords to supply depend completely on the fvf / vertex shader */
1879 glTexCoordPointer(
1880 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
1881 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
1882 sd->u.s.texCoords[coordIdx].dwStride,
1883 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
1884 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1885 } else {
1886 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
1889 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1890 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
1891 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
1892 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
1897 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1898 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1899 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1901 if (mapped_stage == -1) {
1902 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
1903 return;
1906 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1907 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
1908 return;
1910 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1911 checkGLcall("glActiveTextureARB");
1912 } else if (stage > 0) {
1913 /* We can't do anything here */
1914 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1915 return;
1918 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
1920 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
1921 * one flag, you can still specify an index value, which the system uses to
1922 * determine the texture wrapping mode.
1923 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
1924 * means use the vertex position (camera-space) as the input texture coordinates
1925 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
1926 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
1927 * to the TEXCOORDINDEX value
1931 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
1933 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
1934 case WINED3DTSS_TCI_PASSTHRU:
1935 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
1936 glDisable(GL_TEXTURE_GEN_S);
1937 glDisable(GL_TEXTURE_GEN_T);
1938 glDisable(GL_TEXTURE_GEN_R);
1939 glDisable(GL_TEXTURE_GEN_Q);
1940 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
1941 break;
1943 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
1944 /* CameraSpacePosition means use the vertex position, transformed to camera space,
1945 * as the input texture coordinates for this stage's texture transformation. This
1946 * equates roughly to EYE_LINEAR
1949 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1950 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1951 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1952 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1953 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
1955 glMatrixMode(GL_MODELVIEW);
1956 glPushMatrix();
1957 glLoadIdentity();
1958 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1959 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1960 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1961 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1962 glPopMatrix();
1964 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
1965 glEnable(GL_TEXTURE_GEN_S);
1966 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
1967 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1968 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1969 glEnable(GL_TEXTURE_GEN_T);
1970 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
1971 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1972 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1973 glEnable(GL_TEXTURE_GEN_R);
1974 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
1975 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
1976 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
1978 break;
1980 case WINED3DTSS_TCI_CAMERASPACENORMAL:
1982 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
1983 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
1984 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
1985 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
1986 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
1987 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
1989 glMatrixMode(GL_MODELVIEW);
1990 glPushMatrix();
1991 glLoadIdentity();
1992 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
1993 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
1994 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
1995 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
1996 glPopMatrix();
1998 glEnable(GL_TEXTURE_GEN_S);
1999 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2000 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2001 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2002 glEnable(GL_TEXTURE_GEN_T);
2003 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2004 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2005 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2006 glEnable(GL_TEXTURE_GEN_R);
2007 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2008 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2009 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2012 break;
2014 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2016 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2017 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2018 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2019 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2020 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2021 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2023 glMatrixMode(GL_MODELVIEW);
2024 glPushMatrix();
2025 glLoadIdentity();
2026 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2027 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2028 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2029 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2030 glPopMatrix();
2032 glEnable(GL_TEXTURE_GEN_S);
2033 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2034 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2035 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2036 glEnable(GL_TEXTURE_GEN_T);
2037 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2038 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2039 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2040 glEnable(GL_TEXTURE_GEN_R);
2041 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2042 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2043 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2046 break;
2048 /* Unhandled types: */
2049 default:
2050 /* Todo: */
2051 /* ? disable GL_TEXTURE_GEN_n ? */
2052 glDisable(GL_TEXTURE_GEN_S);
2053 glDisable(GL_TEXTURE_GEN_T);
2054 glDisable(GL_TEXTURE_GEN_R);
2055 glDisable(GL_TEXTURE_GEN_Q);
2056 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2057 break;
2060 /* Update the texture matrix */
2061 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2062 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2065 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2066 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2067 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2068 * and do all the things linked to it
2069 * TODO: Tidy that up to reload only the arrays of the changed unit
2071 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2073 unloadTexCoords(stateblock);
2074 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2078 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2079 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2080 union {
2081 DWORD d;
2082 float f;
2083 } tmpvalue;
2085 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2086 if(tmpvalue.f != 0.0) {
2087 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2091 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2092 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2093 union {
2094 DWORD d;
2095 float f;
2096 } tmpvalue;
2098 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2099 if(tmpvalue.f != 0.0) {
2100 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2104 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2105 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2107 if(stage >= GL_LIMITS(texture_stages)) {
2108 return;
2111 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2112 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2116 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2117 DWORD sampler = state - STATE_SAMPLER(0);
2118 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2119 union {
2120 float f;
2121 DWORD d;
2122 } tmpvalue;
2124 TRACE("Sampler: %d\n", sampler);
2125 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2126 * only has to bind textures and set the per texture states
2129 if (mapped_stage == -1) {
2130 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2131 return;
2134 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2135 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2136 return;
2138 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2139 checkGLcall("glActiveTextureARB");
2140 } else if (sampler > 0) {
2141 /* We can't do anything here */
2142 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2143 return;
2146 if(stateblock->textures[sampler]) {
2147 BOOL texIsPow2 = FALSE;
2149 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2150 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2151 * scaling is reapplied or removed, the texture matrix has to be reapplied
2153 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2154 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2155 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2156 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2157 texIsPow2 = TRUE;
2159 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2160 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2161 texIsPow2 = TRUE;
2165 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2166 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2167 context->lastWasPow2Texture[sampler] = texIsPow2;
2171 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2172 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2174 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2175 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2176 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2177 GL_TEXTURE_LOD_BIAS_EXT,
2178 tmpvalue.f);
2179 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2182 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2183 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2184 /* Using a pixel shader? Verify the sampler types */
2186 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2187 * dimensions because the shader knows from which texture type to sample from. For the sake of
2188 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2189 * dimensions. This should make wrong sampling sources visible :-)
2191 glEnable(stateblock->textureDimensions[sampler]);
2192 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2193 } else if(sampler < stateblock->lowest_disabled_stage) {
2194 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2195 activate_dimensions(sampler, stateblock, context);
2198 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2199 /* If color keying is enabled update the alpha test, it depends on the existence
2200 * of a color key in stage 0
2202 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2205 } else if(sampler < GL_LIMITS(texture_stages)) {
2206 if(sampler < stateblock->lowest_disabled_stage) {
2207 /* TODO: What should I do with pixel shaders here ??? */
2208 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2209 activate_dimensions(sampler, stateblock, context);
2211 } /* Otherwise tex_colorop disables the stage */
2212 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2213 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2217 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2218 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2220 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2221 * has an update pending
2223 if(isStateDirty(context, STATE_VDECL) ||
2224 isStateDirty(context, STATE_PIXELSHADER)) {
2225 return;
2228 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2231 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2232 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2233 BOOL use_pshader = use_ps(device);
2234 BOOL use_vshader = use_vs(device);
2235 BOOL update_fog = FALSE;
2236 int i;
2238 if (use_pshader) {
2239 if(!context->last_was_pshader) {
2240 /* Former draw without a pixel shader, some samplers
2241 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2242 * make sure to enable them
2244 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2245 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2246 sampler(STATE_SAMPLER(i), stateblock, context);
2249 update_fog = TRUE;
2250 } else {
2251 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2252 * if a different texture was bound. I don't have to do anything.
2256 /* Compile and bind the shader */
2257 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2258 } else {
2259 /* Disabled the pixel shader - color ops weren't applied
2260 * while it was enabled, so re-apply them.
2262 for(i=0; i < MAX_TEXTURES; i++) {
2263 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2264 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2267 if(context->last_was_pshader)
2268 update_fog = TRUE;
2271 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2272 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2274 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2275 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2279 if(update_fog)
2280 state_fog(state, stateblock, context);
2282 context->last_was_pshader = use_pshader;
2285 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2286 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2288 if(stateblock->pixelShader && stage != 0 &&
2289 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2290 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2291 * anyway
2293 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2294 !isStateDirty(context, STATE_PIXELSHADER)) {
2295 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2299 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2300 if(stage >= GL_LIMITS(texture_stages)) {
2301 WARN("Bump env matrix of unsupported stage set\n");
2302 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2303 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2304 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2306 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2307 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2308 checkGLcall("glTexBumpParameterfvATI");
2310 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2311 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2312 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2313 * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2314 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2315 * for stage + 1. Keep the nvrc tex unit mapping in mind too
2317 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2319 if(mapped_stage < GL_LIMITS(textures)) {
2320 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2321 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2323 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2324 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2325 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)\n");
2330 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2331 /* This function is called by transform_view below if the view matrix was changed too
2333 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2334 * does not always update the world matrix, only on a switch between transformed
2335 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2336 * draw, but that should be rather rare and cheaper in total.
2338 glMatrixMode(GL_MODELVIEW);
2339 checkGLcall("glMatrixMode");
2341 if(context->last_was_rhw) {
2342 glLoadIdentity();
2343 checkGLcall("glLoadIdentity()");
2344 } else {
2345 /* In the general case, the view matrix is the identity matrix */
2346 if (stateblock->wineD3DDevice->view_ident) {
2347 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2348 checkGLcall("glLoadMatrixf");
2349 } else {
2350 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2351 checkGLcall("glLoadMatrixf");
2352 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2353 checkGLcall("glMultMatrixf");
2358 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2359 UINT index = state - STATE_CLIPPLANE(0);
2361 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2362 return;
2365 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2366 glMatrixMode(GL_MODELVIEW);
2367 glPushMatrix();
2368 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2370 TRACE("Clipplane [%f,%f,%f,%f]\n",
2371 stateblock->clipplane[index][0],
2372 stateblock->clipplane[index][1],
2373 stateblock->clipplane[index][2],
2374 stateblock->clipplane[index][3]);
2375 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2376 checkGLcall("glClipPlane");
2378 glPopMatrix();
2381 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2382 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2383 GLenum glMat;
2384 TRACE("Setting world matrix %d\n", matrix);
2386 if(matrix >= GL_LIMITS(blends)) {
2387 WARN("Unsupported blend matrix set\n");
2388 return;
2389 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2390 return;
2393 /* GL_MODELVIEW0_ARB: 0x1700
2394 * GL_MODELVIEW1_ARB: 0x0x850a
2395 * GL_MODELVIEW2_ARB: 0x8722
2396 * GL_MODELVIEW3_ARB: 0x8723
2397 * etc
2398 * GL_MODELVIEW31_ARB: 0x873F
2400 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2401 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2403 glMatrixMode(glMat);
2404 checkGLcall("glMatrixMode(glMat)");
2406 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2407 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2409 if(stateblock->wineD3DDevice->view_ident) {
2410 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2411 checkGLcall("glLoadMatrixf")
2412 } else {
2413 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2414 checkGLcall("glLoadMatrixf")
2415 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2416 checkGLcall("glMultMatrixf")
2420 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2421 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2423 switch(val) {
2424 case WINED3DVBF_1WEIGHTS:
2425 case WINED3DVBF_2WEIGHTS:
2426 case WINED3DVBF_3WEIGHTS:
2427 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2428 glEnable(GL_VERTEX_BLEND_ARB);
2429 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2431 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2432 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2434 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2436 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2437 int i;
2438 for(i = 1; i < GL_LIMITS(blends); i++) {
2439 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2440 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2443 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2445 } else {
2446 /* TODO: Implement vertex blending in drawStridedSlow */
2447 FIXME("Vertex blending enabled, but not supported by hardware\n");
2449 break;
2451 case WINED3DVBF_DISABLE:
2452 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2453 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2454 glDisable(GL_VERTEX_BLEND_ARB);
2455 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2456 } else {
2457 TRACE("Vertex blending disabled\n");
2459 break;
2461 case WINED3DVBF_TWEENING:
2462 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2463 * vertex weights in the vertices?
2464 * For now we don't report that as supported, so a warn should suffice
2466 WARN("Tweening not supported yet\n");
2467 break;
2471 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2472 unsigned int k;
2474 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2475 * NOTE: We have to reset the positions even if the light/plane is not currently
2476 * enabled, since the call to enable it will not reset the position.
2477 * NOTE2: Apparently texture transforms do NOT need reapplying
2480 PLIGHTINFOEL *light = NULL;
2482 glMatrixMode(GL_MODELVIEW);
2483 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2484 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2485 checkGLcall("glLoadMatrixf(...)");
2487 /* Reset lights. TODO: Call light apply func */
2488 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2489 light = stateblock->activeLights[k];
2490 if(!light) continue;
2491 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2492 checkGLcall("glLightfv posn");
2493 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2494 checkGLcall("glLightfv dirn");
2497 /* Reset Clipping Planes */
2498 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2499 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2500 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2504 if(context->last_was_rhw) {
2505 glLoadIdentity();
2506 checkGLcall("glLoadIdentity()");
2507 /* No need to update the world matrix, the identity is fine */
2508 return;
2511 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2512 * No need to do it here if the state is scheduled for update.
2514 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2515 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2518 /* Avoid looping over a number of matrices if the app never used the functionality */
2519 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2520 for(k = 1; k < GL_LIMITS(blends); k++) {
2521 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2522 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2528 static const GLfloat invymat[16] = {
2529 1.0f, 0.0f, 0.0f, 0.0f,
2530 0.0f, -1.0f, 0.0f, 0.0f,
2531 0.0f, 0.0f, 1.0f, 0.0f,
2532 0.0f, 0.0f, 0.0f, 1.0f};
2534 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2535 glMatrixMode(GL_PROJECTION);
2536 checkGLcall("glMatrixMode(GL_PROJECTION)");
2537 glLoadIdentity();
2538 checkGLcall("glLoadIdentity");
2540 if(context->last_was_rhw) {
2541 double X, Y, height, width, minZ, maxZ;
2543 X = stateblock->viewport.X;
2544 Y = stateblock->viewport.Y;
2545 height = stateblock->viewport.Height;
2546 width = stateblock->viewport.Width;
2547 minZ = stateblock->viewport.MinZ;
2548 maxZ = stateblock->viewport.MaxZ;
2550 if(!stateblock->wineD3DDevice->untransformed) {
2551 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2552 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2553 * suppress depth clipping. This can be done because it is an orthogonal projection and
2554 * the Z coordinate does not affect the size of the primitives
2556 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2557 if(stateblock->wineD3DDevice->render_offscreen) {
2558 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2559 } else {
2560 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2562 } else {
2563 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2564 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2565 * unmodified to opengl.
2567 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2568 * replacement shader.
2570 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2571 if(stateblock->wineD3DDevice->render_offscreen) {
2572 glOrtho(X, X + width, -Y, -Y - height, 1.0, -1.0);
2573 } else {
2574 glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
2577 checkGLcall("glOrtho");
2579 /* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */
2580 glTranslatef(0.375, 0.375, 0);
2581 checkGLcall("glTranslatef(0.375, 0.375, 0)");
2582 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2583 * render everything upside down when rendering offscreen. */
2584 if (stateblock->wineD3DDevice->render_offscreen) {
2585 glMultMatrixf(invymat);
2586 checkGLcall("glMultMatrixf(invymat)");
2588 } else {
2589 /* The rule is that the window coordinate 0 does not correspond to the
2590 beginning of the first pixel, but the center of the first pixel.
2591 As a consequence if you want to correctly draw one line exactly from
2592 the left to the right end of the viewport (with all matrices set to
2593 be identity), the x coords of both ends of the line would be not
2594 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2595 instead. */
2596 glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
2597 checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
2599 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2600 * render everything upside down when rendering offscreen. */
2601 if (stateblock->wineD3DDevice->render_offscreen) {
2602 glMultMatrixf(invymat);
2603 checkGLcall("glMultMatrixf(invymat)");
2605 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2606 checkGLcall("glLoadMatrixf");
2610 /* This should match any arrays loaded in loadVertexData.
2611 * stateblock impl is required for GL_SUPPORT
2612 * TODO: Only load / unload arrays if we have to.
2614 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2615 glDisableClientState(GL_VERTEX_ARRAY);
2616 glDisableClientState(GL_NORMAL_ARRAY);
2617 glDisableClientState(GL_COLOR_ARRAY);
2618 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2619 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2621 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2622 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2623 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2624 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2626 unloadTexCoords(stateblock);
2629 /* This should match any arrays loaded in loadNumberedArrays
2630 * TODO: Only load / unload arrays if we have to.
2632 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2633 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2634 GLint maxAttribs;
2635 int i;
2637 /* Leave all the attribs disabled */
2638 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2639 /* MESA does not support it right not */
2640 if (glGetError() != GL_NO_ERROR)
2641 maxAttribs = 16;
2642 for (i = 0; i < maxAttribs; ++i) {
2643 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2644 checkGLcall("glDisableVertexAttribArrayARB(reg);");
2648 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2649 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2650 int i;
2651 UINT *offset = stateblock->streamOffset;
2653 /* Default to no instancing */
2654 stateblock->wineD3DDevice->instancedDraw = FALSE;
2656 for (i = 0; i < MAX_ATTRIBS; i++) {
2658 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2659 continue;
2661 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2662 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2663 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2664 stateblock->wineD3DDevice->instancedDraw = TRUE;
2665 continue;
2668 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2670 if(strided->u.input[i].dwStride) {
2671 if(curVBO != strided->u.input[i].VBO) {
2672 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2673 checkGLcall("glBindBufferARB");
2674 curVBO = strided->u.input[i].VBO;
2676 GL_EXTCALL(glVertexAttribPointerARB(i,
2677 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2678 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2679 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2680 strided->u.input[i].dwStride,
2681 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2682 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2683 } else {
2684 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2685 * set up the attribute statically. But we have to figure out the system memory address.
2687 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2688 if(strided->u.input[i].VBO) {
2689 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2690 ptr += (long) vb->resource.allocatedMemory;
2692 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2694 switch(strided->u.input[i].dwType) {
2695 case WINED3DDECLTYPE_FLOAT1:
2696 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2697 break;
2698 case WINED3DDECLTYPE_FLOAT2:
2699 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2700 break;
2701 case WINED3DDECLTYPE_FLOAT3:
2702 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2703 break;
2704 case WINED3DDECLTYPE_FLOAT4:
2705 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2706 break;
2708 case WINED3DDECLTYPE_UBYTE4:
2709 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2710 break;
2711 case WINED3DDECLTYPE_UBYTE4N:
2712 case WINED3DDECLTYPE_D3DCOLOR:
2713 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2714 break;
2716 case WINED3DDECLTYPE_SHORT2:
2717 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2718 break;
2719 case WINED3DDECLTYPE_SHORT4:
2720 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2721 break;
2723 case WINED3DDECLTYPE_SHORT2N:
2725 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2726 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2727 break;
2729 case WINED3DDECLTYPE_USHORT2N:
2731 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2732 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2733 break;
2735 case WINED3DDECLTYPE_SHORT4N:
2736 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2737 break;
2738 case WINED3DDECLTYPE_USHORT4N:
2739 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2740 break;
2742 case WINED3DDECLTYPE_UDEC3:
2743 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2744 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2745 break;
2746 case WINED3DDECLTYPE_DEC3N:
2747 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2748 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2749 break;
2751 case WINED3DDECLTYPE_FLOAT16_2:
2752 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2753 * byte float according to the IEEE standard
2755 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2756 break;
2757 case WINED3DDECLTYPE_FLOAT16_4:
2758 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2759 break;
2761 case WINED3DDECLTYPE_UNUSED:
2762 default:
2763 ERR("Unexpected declaration in stride 0 attributes\n");
2764 break;
2771 /* Used from 2 different functions, and too big to justify making it inlined */
2772 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2773 UINT *offset = stateblock->streamOffset;
2774 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2776 TRACE("Using fast vertex array code\n");
2778 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2779 stateblock->wineD3DDevice->instancedDraw = FALSE;
2781 /* Blend Data ---------------------------------------------- */
2782 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2783 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2785 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2786 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2787 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2789 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2790 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2792 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2794 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2795 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2796 sd->u.s.blendWeights.dwStride,
2797 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2799 if(curVBO != sd->u.s.blendWeights.VBO) {
2800 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2801 checkGLcall("glBindBufferARB");
2802 curVBO = sd->u.s.blendWeights.VBO;
2805 GL_EXTCALL(glWeightPointerARB)(
2806 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2807 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2808 sd->u.s.blendWeights.dwStride,
2809 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2811 checkGLcall("glWeightPointerARB");
2813 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2814 static BOOL showfixme = TRUE;
2815 if(showfixme){
2816 FIXME("blendMatrixIndices support\n");
2817 showfixme = FALSE;
2820 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2821 /* FIXME("TODO\n");*/
2822 #if 0
2824 GL_EXTCALL(glVertexWeightPointerEXT)(
2825 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2826 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2827 sd->u.s.blendWeights.dwStride,
2828 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2829 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2830 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2831 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2832 #endif
2834 } else {
2835 /* TODO: support blends in drawStridedSlow
2836 * No need to write a FIXME here, this is done after the general vertex decl decoding
2838 WARN("unsupported blending in openGl\n");
2840 } else {
2841 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2842 static const GLbyte one = 1;
2843 GL_EXTCALL(glWeightbvARB(1, &one));
2844 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
2848 #if 0 /* FOG ----------------------------------------------*/
2849 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
2850 /* TODO: fog*/
2851 if (GL_SUPPORT(EXT_FOG_COORD) {
2852 glEnableClientState(GL_FOG_COORDINATE_EXT);
2853 (GL_EXTCALL)(FogCoordPointerEXT)(
2854 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
2855 sd->u.s.fog.dwStride,
2856 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
2857 } else {
2858 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
2859 /* FIXME: fixme once */
2860 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
2862 } else {
2863 if (GL_SUPPRT(EXT_FOR_COORD) {
2864 /* make sure fog is disabled */
2865 glDisableClientState(GL_FOG_COORDINATE_EXT);
2868 #endif
2870 #if 0 /* tangents ----------------------------------------------*/
2871 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
2872 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2873 /* TODO: tangents*/
2874 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2875 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
2876 glEnable(GL_TANGENT_ARRAY_EXT);
2877 (GL_EXTCALL)(TangentPointerEXT)(
2878 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
2879 sd->u.s.tangent.dwStride,
2880 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
2881 } else {
2882 glDisable(GL_TANGENT_ARRAY_EXT);
2884 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
2885 glEnable(GL_BINORMAL_ARRAY_EXT);
2886 (GL_EXTCALL)(BinormalPointerEXT)(
2887 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
2888 sd->u.s.binormal.dwStride,
2889 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
2890 } else{
2891 glDisable(GL_BINORMAL_ARRAY_EXT);
2894 } else {
2895 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
2896 /* FIXME: fixme once */
2897 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
2899 } else {
2900 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
2901 /* make sure fog is disabled */
2902 glDisable(GL_TANGENT_ARRAY_EXT);
2903 glDisable(GL_BINORMAL_ARRAY_EXT);
2906 #endif
2908 /* Point Size ----------------------------------------------*/
2909 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
2911 /* no such functionality in the fixed function GL pipeline */
2912 TRACE("Cannot change ptSize here in openGl\n");
2913 /* TODO: Implement this function in using shaders if they are available */
2917 /* Vertex Pointers -----------------------------------------*/
2918 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
2919 /* Note dwType == float3 or float4 == 2 or 3 */
2920 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
2921 sd->u.s.position.dwStride,
2922 sd->u.s.position.dwType + 1,
2923 sd->u.s.position.lpData));
2925 if(curVBO != sd->u.s.position.VBO) {
2926 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
2927 checkGLcall("glBindBufferARB");
2928 curVBO = sd->u.s.position.VBO;
2931 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
2932 handling for rhw mode should not impact screen position whereas in GL it does.
2933 This may result in very slightly distored textures in rhw mode, but
2934 a very minimal different. There's always the other option of
2935 fixing the view matrix to prevent w from having any effect
2937 This only applies to user pointer sources, in VBOs the vertices are fixed up
2939 if(sd->u.s.position.VBO == 0) {
2940 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
2941 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2942 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2943 } else {
2944 glVertexPointer(
2945 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
2946 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
2947 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
2949 checkGLcall("glVertexPointer(...)");
2950 glEnableClientState(GL_VERTEX_ARRAY);
2951 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
2954 /* Normals -------------------------------------------------*/
2955 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
2956 /* Note dwType == float3 or float4 == 2 or 3 */
2957 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
2958 sd->u.s.normal.dwStride,
2959 sd->u.s.normal.lpData));
2960 if(curVBO != sd->u.s.normal.VBO) {
2961 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
2962 checkGLcall("glBindBufferARB");
2963 curVBO = sd->u.s.normal.VBO;
2965 glNormalPointer(
2966 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
2967 sd->u.s.normal.dwStride,
2968 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
2969 checkGLcall("glNormalPointer(...)");
2970 glEnableClientState(GL_NORMAL_ARRAY);
2971 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
2973 } else {
2974 glNormal3f(0, 0, 1);
2975 checkGLcall("glNormal3f(0, 0, 1)");
2978 /* Diffuse Colour --------------------------------------------*/
2979 /* WARNING: Data here MUST be in RGBA format, so cannot */
2980 /* go directly into fast mode from app pgm, because */
2981 /* directx requires data in BGRA format. */
2982 /* currently fixupVertices swizels the format, but this isn't */
2983 /* very practical when using VBOS */
2984 /* NOTE: Unless we write a vertex shader to swizel the colour */
2985 /* , or the user doesn't care and wants the speed advantage */
2987 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
2988 /* Note dwType == float3 or float4 == 2 or 3 */
2989 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
2990 sd->u.s.diffuse.dwStride,
2991 sd->u.s.diffuse.lpData));
2993 if(curVBO != sd->u.s.diffuse.VBO) {
2994 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
2995 checkGLcall("glBindBufferARB");
2996 curVBO = sd->u.s.diffuse.VBO;
2998 glColorPointer(4, GL_UNSIGNED_BYTE,
2999 sd->u.s.diffuse.dwStride,
3000 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3001 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3002 glEnableClientState(GL_COLOR_ARRAY);
3003 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3005 } else {
3006 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3007 checkGLcall("glColor4f(1, 1, 1, 1)");
3010 /* Specular Colour ------------------------------------------*/
3011 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3012 TRACE("setting specular colour\n");
3013 /* Note dwType == float3 or float4 == 2 or 3 */
3014 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3015 sd->u.s.specular.dwStride,
3016 sd->u.s.specular.lpData));
3017 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3018 if(curVBO != sd->u.s.specular.VBO) {
3019 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3020 checkGLcall("glBindBufferARB");
3021 curVBO = sd->u.s.specular.VBO;
3023 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
3024 sd->u.s.specular.dwStride,
3025 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3026 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3027 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3028 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3029 } else {
3031 /* Missing specular color is not critical, no warnings */
3032 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3035 } else {
3036 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3037 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3038 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3039 } else {
3041 /* Missing specular color is not critical, no warnings */
3042 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3046 /* Texture coords -------------------------------------------*/
3047 loadTexCoords(stateblock, sd, &curVBO);
3050 static inline void drawPrimitiveTraceDataLocations(
3051 WineDirect3DVertexStridedData *dataLocations) {
3053 /* Dump out what parts we have supplied */
3054 TRACE("Strided Data:\n");
3055 TRACE_STRIDED((dataLocations), position);
3056 TRACE_STRIDED((dataLocations), blendWeights);
3057 TRACE_STRIDED((dataLocations), blendMatrixIndices);
3058 TRACE_STRIDED((dataLocations), normal);
3059 TRACE_STRIDED((dataLocations), pSize);
3060 TRACE_STRIDED((dataLocations), diffuse);
3061 TRACE_STRIDED((dataLocations), specular);
3062 TRACE_STRIDED((dataLocations), texCoords[0]);
3063 TRACE_STRIDED((dataLocations), texCoords[1]);
3064 TRACE_STRIDED((dataLocations), texCoords[2]);
3065 TRACE_STRIDED((dataLocations), texCoords[3]);
3066 TRACE_STRIDED((dataLocations), texCoords[4]);
3067 TRACE_STRIDED((dataLocations), texCoords[5]);
3068 TRACE_STRIDED((dataLocations), texCoords[6]);
3069 TRACE_STRIDED((dataLocations), texCoords[7]);
3070 TRACE_STRIDED((dataLocations), position2);
3071 TRACE_STRIDED((dataLocations), normal2);
3072 TRACE_STRIDED((dataLocations), tangent);
3073 TRACE_STRIDED((dataLocations), binormal);
3074 TRACE_STRIDED((dataLocations), tessFactor);
3075 TRACE_STRIDED((dataLocations), fog);
3076 TRACE_STRIDED((dataLocations), depth);
3077 TRACE_STRIDED((dataLocations), sample);
3079 return;
3082 /* Helper for vertexdeclaration() */
3083 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3084 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3085 BOOL fixup = FALSE;
3086 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3088 if(device->up_strided) {
3089 /* Note: this is a ddraw fixed-function code path */
3090 TRACE("================ Strided Input ===================\n");
3091 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3093 if(TRACE_ON(d3d)) {
3094 drawPrimitiveTraceDataLocations(dataLocations);
3096 } else {
3097 /* Note: This is a fixed function or shader codepath.
3098 * This means it must handle both types of strided data.
3099 * Shaders must go through here to zero the strided data, even if they
3100 * don't set any declaration at all
3102 TRACE("================ Vertex Declaration ===================\n");
3103 memset(dataLocations, 0, sizeof(*dataLocations));
3104 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3105 useVertexShaderFunction, dataLocations, &fixup);
3108 if (dataLocations->u.s.position_transformed) {
3109 useVertexShaderFunction = FALSE;
3112 /* Unload the old arrays before loading the new ones to get old junk out */
3113 if(context->numberedArraysLoaded) {
3114 unloadNumberedArrays(stateblock);
3115 context->numberedArraysLoaded = FALSE;
3117 if(context->namedArraysLoaded) {
3118 unloadVertexData(stateblock);
3119 context->namedArraysLoaded = FALSE;
3122 if(useVertexShaderFunction) {
3123 TRACE("Loading numbered arrays\n");
3124 loadNumberedArrays(stateblock, dataLocations);
3125 device->useDrawStridedSlow = FALSE;
3126 context->numberedArraysLoaded = TRUE;
3127 } else if (fixup ||
3128 (dataLocations->u.s.pSize.lpData == NULL &&
3129 dataLocations->u.s.diffuse.lpData == NULL &&
3130 dataLocations->u.s.specular.lpData == NULL)) {
3131 /* Load the vertex data using named arrays */
3132 TRACE("Loading vertex data\n");
3133 loadVertexData(stateblock, dataLocations);
3134 device->useDrawStridedSlow = FALSE;
3135 context->namedArraysLoaded = TRUE;
3136 } else {
3137 TRACE("Not loading vertex data\n");
3138 device->useDrawStridedSlow = TRUE;
3141 /* Generate some fixme's if unsupported functionality is being used */
3142 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3143 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3144 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3145 FIXME("Tweening is only valid with vertex shaders\n");
3147 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3148 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3150 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3151 FIXME("Extended attributes are only valid with vertex shaders\n");
3153 #undef BUFFER_OR_DATA
3156 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3157 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3158 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3159 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3160 BOOL transformed;
3161 /* Some stuff is in the device until we have per context tracking */
3162 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3163 BOOL wasrhw = context->last_was_rhw;
3165 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3166 * here simply check whether a shader was set, or the user disabled shaders
3168 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3169 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3170 useVertexShaderFunction = TRUE;
3172 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3173 updateFog = TRUE;
3175 } else if(context->last_was_foggy_shader) {
3176 updateFog = TRUE;
3179 handleStreams(stateblock, useVertexShaderFunction, context);
3181 transformed = device->strided_streams.u.s.position_transformed;
3182 if (transformed) useVertexShaderFunction = FALSE;
3184 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3185 updateFog = TRUE;
3188 /* Reapply lighting if it is not scheduled for reapplication already */
3189 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3190 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3193 if (transformed) {
3194 context->last_was_rhw = TRUE;
3195 } else {
3197 /* Untransformed, so relies on the view and projection matrices */
3198 context->last_was_rhw = FALSE;
3199 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3200 device->untransformed = TRUE;
3202 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3203 * Not needed as long as only hw shaders are supported
3206 /* This sets the shader output position correction constants.
3207 * TODO: Move to the viewport state
3209 if (useVertexShaderFunction) {
3210 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3214 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3215 * off this function will be called again anyway to make sure they're properly set
3217 if(!useVertexShaderFunction) {
3218 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3219 * or transformed / untransformed was switched
3221 if(wasrhw != context->last_was_rhw &&
3222 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3223 !isStateDirty(context, STATE_VIEWPORT)) {
3224 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3226 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3227 * mode.
3229 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3230 * this check will fail and the matrix not applied again. This is OK because a simple
3231 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3232 * needs of the vertex declaration.
3234 * World and view matrix go into the same gl matrix, so only apply them when neither is
3235 * dirty
3237 if(transformed != wasrhw &&
3238 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3239 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3240 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3243 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3244 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3247 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3248 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3250 } else {
3251 /* We compile the shader here because we need the vertex declaration
3252 * in order to determine if we need to do any swizzling for D3DCOLOR
3253 * registers. If the shader is already compiled this call will do nothing. */
3254 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3256 if(!context->last_was_vshader) {
3257 int i;
3258 static BOOL warned = FALSE;
3259 /* Disable all clip planes to get defined results on all drivers. See comment in the
3260 * state_clipping state handler
3262 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3263 glDisable(GL_CLIP_PLANE0 + i);
3264 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3267 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3268 FIXME("Clipping not supported with vertex shaders\n");
3269 warned = TRUE;
3274 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3275 * application
3277 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3278 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3280 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3281 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3285 context->last_was_vshader = useVertexShaderFunction;
3287 if(updateFog) {
3288 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3292 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3293 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3294 checkGLcall("glDepthRange");
3295 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3297 if(stateblock->wineD3DDevice->render_offscreen) {
3298 glViewport(stateblock->viewport.X,
3299 stateblock->viewport.Y,
3300 stateblock->viewport.Width, stateblock->viewport.Height);
3301 } else {
3302 glViewport(stateblock->viewport.X,
3303 (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3304 stateblock->viewport.Width, stateblock->viewport.Height);
3307 checkGLcall("glViewport");
3309 stateblock->wineD3DDevice->posFixup[2] = 0.9 / stateblock->viewport.Width;
3310 stateblock->wineD3DDevice->posFixup[3] = -0.9 / stateblock->viewport.Height;
3311 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3312 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3317 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3318 UINT Index = state - STATE_ACTIVELIGHT(0);
3319 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3321 if(!lightInfo) {
3322 glDisable(GL_LIGHT0 + Index);
3323 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3324 } else {
3325 float quad_att;
3326 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3328 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3329 glMatrixMode(GL_MODELVIEW);
3330 glPushMatrix();
3331 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3333 /* Diffuse: */
3334 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3335 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3336 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3337 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3338 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3339 checkGLcall("glLightfv");
3341 /* Specular */
3342 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3343 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3344 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3345 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3346 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3347 checkGLcall("glLightfv");
3349 /* Ambient */
3350 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3351 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3352 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3353 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3354 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3355 checkGLcall("glLightfv");
3357 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3358 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3359 } else {
3360 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3363 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3364 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3365 * Attenuation0 to NaN and crashes in the gl lib
3368 switch (lightInfo->OriginalParms.Type) {
3369 case WINED3DLIGHT_POINT:
3370 /* Position */
3371 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3372 checkGLcall("glLightfv");
3373 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3374 checkGLcall("glLightf");
3375 /* Attenuation - Are these right? guessing... */
3376 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3377 checkGLcall("glLightf");
3378 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3379 checkGLcall("glLightf");
3380 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3381 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3382 checkGLcall("glLightf");
3383 /* FIXME: Range */
3384 break;
3386 case WINED3DLIGHT_SPOT:
3387 /* Position */
3388 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3389 checkGLcall("glLightfv");
3390 /* Direction */
3391 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3392 checkGLcall("glLightfv");
3393 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3394 checkGLcall("glLightf");
3395 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3396 checkGLcall("glLightf");
3397 /* Attenuation - Are these right? guessing... */
3398 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3399 checkGLcall("glLightf");
3400 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3401 checkGLcall("glLightf");
3402 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3403 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3404 checkGLcall("glLightf");
3405 /* FIXME: Range */
3406 break;
3408 case WINED3DLIGHT_DIRECTIONAL:
3409 /* Direction */
3410 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3411 checkGLcall("glLightfv");
3412 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3413 checkGLcall("glLightf");
3414 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3415 checkGLcall("glLightf");
3416 break;
3418 default:
3419 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3422 /* Restore the modelview matrix */
3423 glPopMatrix();
3425 glEnable(GL_LIGHT0 + Index);
3426 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3429 return;
3432 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3433 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3434 RECT *pRect = &stateblock->scissorRect;
3435 RECT windowRect;
3436 UINT winHeight;
3438 GetClientRect(swapchain->win_handle, &windowRect);
3439 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3440 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3442 winHeight = windowRect.bottom - windowRect.top;
3443 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3444 pRect->right - pRect->left, pRect->bottom - pRect->top);
3446 if (stateblock->wineD3DDevice->render_offscreen) {
3447 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3448 } else {
3449 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3451 checkGLcall("glScissor");
3454 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3455 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3456 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3457 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3458 } else {
3459 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3460 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3465 const struct StateEntry StateTable[] =
3467 /* State name representative, apply function */
3468 { /* 0, Undefined */ 0, state_undefined },
3469 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3470 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3471 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3472 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3473 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3474 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3475 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3476 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3477 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3478 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3479 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3480 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3481 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3482 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3483 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3484 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3485 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3486 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3487 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3488 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3489 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3490 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3491 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3492 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3493 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3494 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3495 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3496 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3497 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3498 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3499 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3500 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3501 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3502 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3503 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3504 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3505 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3506 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3507 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3508 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3509 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3510 { /* 42, undefined */ 0, state_undefined },
3511 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3512 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3513 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3514 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3515 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3516 { /* 48, WINED3DRS_RANGEFOGENABLE */ 0, state_nogl },
3517 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3518 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3519 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3520 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3521 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3522 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3523 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3524 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3525 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3526 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3527 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3528 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3529 { /* 61, Undefined */ 0, state_undefined },
3530 { /* 62, Undefined */ 0, state_undefined },
3531 { /* 63, Undefined */ 0, state_undefined },
3532 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3533 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3534 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3535 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3536 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3537 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3538 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3539 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3540 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3541 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3542 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3543 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3544 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3545 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3546 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3547 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3548 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3549 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3550 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3551 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3552 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3553 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3554 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3555 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3556 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3557 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3558 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3559 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3560 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3561 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3562 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3563 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3564 { /* 96, Undefined */ 0, state_undefined },
3565 { /* 97, Undefined */ 0, state_undefined },
3566 { /* 98, Undefined */ 0, state_undefined },
3567 { /* 99, Undefined */ 0, state_undefined },
3568 { /*100, Undefined */ 0, state_undefined },
3569 { /*101, Undefined */ 0, state_undefined },
3570 { /*102, Undefined */ 0, state_undefined },
3571 { /*103, Undefined */ 0, state_undefined },
3572 { /*104, Undefined */ 0, state_undefined },
3573 { /*105, Undefined */ 0, state_undefined },
3574 { /*106, Undefined */ 0, state_undefined },
3575 { /*107, Undefined */ 0, state_undefined },
3576 { /*108, Undefined */ 0, state_undefined },
3577 { /*109, Undefined */ 0, state_undefined },
3578 { /*110, Undefined */ 0, state_undefined },
3579 { /*111, Undefined */ 0, state_undefined },
3580 { /*112, Undefined */ 0, state_undefined },
3581 { /*113, Undefined */ 0, state_undefined },
3582 { /*114, Undefined */ 0, state_undefined },
3583 { /*115, Undefined */ 0, state_undefined },
3584 { /*116, Undefined */ 0, state_undefined },
3585 { /*117, Undefined */ 0, state_undefined },
3586 { /*118, Undefined */ 0, state_undefined },
3587 { /*119, Undefined */ 0, state_undefined },
3588 { /*120, Undefined */ 0, state_undefined },
3589 { /*121, Undefined */ 0, state_undefined },
3590 { /*122, Undefined */ 0, state_undefined },
3591 { /*123, Undefined */ 0, state_undefined },
3592 { /*124, Undefined */ 0, state_undefined },
3593 { /*125, Undefined */ 0, state_undefined },
3594 { /*126, Undefined */ 0, state_undefined },
3595 { /*127, Undefined */ 0, state_undefined },
3596 /* Big hole ends */
3597 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3598 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3599 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3600 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3601 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3602 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3603 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3604 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3605 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3606 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3607 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3608 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3609 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3610 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3611 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3612 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3613 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3614 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3615 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3616 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3617 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3618 { /*149, Undefined */ 0, state_undefined },
3619 { /*150, Undefined */ 0, state_undefined },
3620 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
3621 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3622 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3623 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
3624 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3625 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3626 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3627 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3628 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3629 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3630 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3631 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3632 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3633 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3634 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3635 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3636 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3637 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3638 { /*169, Undefined */ 0, state_undefined },
3639 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3640 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3641 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3642 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3643 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3644 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3645 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3646 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3647 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3648 { /*177, undefined */ 0, state_undefined },
3649 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3650 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3651 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3652 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3653 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3654 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3655 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3656 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3657 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3658 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3659 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3660 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3661 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3662 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3663 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3664 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3665 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite },
3666 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3667 { /*196, undefined */ 0, state_undefined },
3668 { /*197, undefined */ 0, state_undefined },
3669 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3670 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3671 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3672 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3673 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3674 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3675 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3676 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3677 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3678 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3679 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3680 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3681 /* Texture stage states */
3682 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3683 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3684 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3685 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3686 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3687 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3688 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3689 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3690 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3691 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3692 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3693 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3694 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3695 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3696 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3697 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3698 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3699 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3700 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3701 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3702 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3703 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3704 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3705 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3706 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3707 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3708 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3709 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3710 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3711 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3712 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3713 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3715 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3716 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3717 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3718 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3719 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3720 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3721 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3722 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3723 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3724 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3725 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3726 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3727 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3728 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3729 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3730 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3731 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3732 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3733 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3734 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3735 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3736 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3737 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3738 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3739 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3740 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3741 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3742 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
3743 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3744 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3745 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3746 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3748 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3749 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3750 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3751 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3752 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3753 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3754 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3755 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3756 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3757 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3758 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3759 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3760 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3761 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3762 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3763 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3764 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3765 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3766 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3767 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3768 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3769 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3770 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3771 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3772 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3773 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3774 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3775 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
3776 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3777 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3778 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3779 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3781 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3782 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3783 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3784 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3785 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3786 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3787 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3788 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3789 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3790 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3791 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3792 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3793 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3794 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3795 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3796 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3797 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3798 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3799 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3800 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3801 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3802 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3803 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3804 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3805 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3806 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3807 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3808 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
3809 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3810 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3811 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3812 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3814 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3815 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3816 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3817 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3818 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3819 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3820 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3821 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3822 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3823 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3824 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3825 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3826 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3827 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3828 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3829 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3830 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3831 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3832 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3833 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3834 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3835 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3836 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3837 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3838 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3839 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3840 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3841 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
3842 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3843 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3844 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3845 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3847 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3848 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3849 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3850 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3851 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3852 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3853 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3854 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3855 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3856 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3857 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3858 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3859 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3860 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3861 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3862 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3863 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3864 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3865 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3866 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3867 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3868 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3869 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3870 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3871 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3872 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
3873 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
3874 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
3875 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3876 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3877 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3878 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3880 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3881 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3882 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3883 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3884 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3885 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3886 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3887 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3888 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3889 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3890 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3891 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3892 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3893 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3894 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3895 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3896 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3897 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3898 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3899 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3900 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3901 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3902 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3903 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3904 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3905 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
3906 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
3907 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
3908 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3909 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3910 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3911 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3913 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3914 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3915 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3916 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3917 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3918 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3919 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3920 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3921 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3922 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3923 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3924 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3925 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3926 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3927 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3928 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3929 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3930 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3931 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3932 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3933 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3934 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3935 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3936 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3937 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3938 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
3939 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
3940 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
3941 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3942 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3943 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3944 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3945 /* Sampler states */
3946 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
3947 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
3948 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
3949 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
3950 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
3951 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
3952 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
3953 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
3954 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
3955 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
3956 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
3957 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
3958 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
3959 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
3960 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
3961 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
3962 { /*16, Vertex sampler 0 */ STATE_SAMPLER(16), sampler },
3963 { /*17, Vertex sampler 1 */ STATE_SAMPLER(17), sampler },
3964 { /*18, Vertex sampler 2 */ STATE_SAMPLER(18), sampler },
3965 { /*19, Vertex sampler 3 */ STATE_SAMPLER(19), sampler },
3966 /* Pixel shader */
3967 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
3968 /* Transform states follow */
3969 { /* 1, undefined */ 0, state_undefined },
3970 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
3971 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
3972 { /* 4, undefined */ 0, state_undefined },
3973 { /* 5, undefined */ 0, state_undefined },
3974 { /* 6, undefined */ 0, state_undefined },
3975 { /* 7, undefined */ 0, state_undefined },
3976 { /* 8, undefined */ 0, state_undefined },
3977 { /* 9, undefined */ 0, state_undefined },
3978 { /* 10, undefined */ 0, state_undefined },
3979 { /* 11, undefined */ 0, state_undefined },
3980 { /* 12, undefined */ 0, state_undefined },
3981 { /* 13, undefined */ 0, state_undefined },
3982 { /* 14, undefined */ 0, state_undefined },
3983 { /* 15, undefined */ 0, state_undefined },
3984 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3985 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3986 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3987 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3988 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
3989 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
3990 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
3991 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
3992 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
3993 { /* 24, undefined */ 0, state_undefined },
3994 { /* 25, undefined */ 0, state_undefined },
3995 { /* 26, undefined */ 0, state_undefined },
3996 { /* 27, undefined */ 0, state_undefined },
3997 { /* 28, undefined */ 0, state_undefined },
3998 { /* 29, undefined */ 0, state_undefined },
3999 { /* 30, undefined */ 0, state_undefined },
4000 { /* 31, undefined */ 0, state_undefined },
4001 { /* 32, undefined */ 0, state_undefined },
4002 { /* 33, undefined */ 0, state_undefined },
4003 { /* 34, undefined */ 0, state_undefined },
4004 { /* 35, undefined */ 0, state_undefined },
4005 { /* 36, undefined */ 0, state_undefined },
4006 { /* 37, undefined */ 0, state_undefined },
4007 { /* 38, undefined */ 0, state_undefined },
4008 { /* 39, undefined */ 0, state_undefined },
4009 { /* 40, undefined */ 0, state_undefined },
4010 { /* 41, undefined */ 0, state_undefined },
4011 { /* 42, undefined */ 0, state_undefined },
4012 { /* 43, undefined */ 0, state_undefined },
4013 { /* 44, undefined */ 0, state_undefined },
4014 { /* 45, undefined */ 0, state_undefined },
4015 { /* 46, undefined */ 0, state_undefined },
4016 { /* 47, undefined */ 0, state_undefined },
4017 { /* 48, undefined */ 0, state_undefined },
4018 { /* 49, undefined */ 0, state_undefined },
4019 { /* 50, undefined */ 0, state_undefined },
4020 { /* 51, undefined */ 0, state_undefined },
4021 { /* 52, undefined */ 0, state_undefined },
4022 { /* 53, undefined */ 0, state_undefined },
4023 { /* 54, undefined */ 0, state_undefined },
4024 { /* 55, undefined */ 0, state_undefined },
4025 { /* 56, undefined */ 0, state_undefined },
4026 { /* 57, undefined */ 0, state_undefined },
4027 { /* 58, undefined */ 0, state_undefined },
4028 { /* 59, undefined */ 0, state_undefined },
4029 { /* 60, undefined */ 0, state_undefined },
4030 { /* 61, undefined */ 0, state_undefined },
4031 { /* 62, undefined */ 0, state_undefined },
4032 { /* 63, undefined */ 0, state_undefined },
4033 { /* 64, undefined */ 0, state_undefined },
4034 { /* 65, undefined */ 0, state_undefined },
4035 { /* 66, undefined */ 0, state_undefined },
4036 { /* 67, undefined */ 0, state_undefined },
4037 { /* 68, undefined */ 0, state_undefined },
4038 { /* 69, undefined */ 0, state_undefined },
4039 { /* 70, undefined */ 0, state_undefined },
4040 { /* 71, undefined */ 0, state_undefined },
4041 { /* 72, undefined */ 0, state_undefined },
4042 { /* 73, undefined */ 0, state_undefined },
4043 { /* 74, undefined */ 0, state_undefined },
4044 { /* 75, undefined */ 0, state_undefined },
4045 { /* 76, undefined */ 0, state_undefined },
4046 { /* 77, undefined */ 0, state_undefined },
4047 { /* 78, undefined */ 0, state_undefined },
4048 { /* 79, undefined */ 0, state_undefined },
4049 { /* 80, undefined */ 0, state_undefined },
4050 { /* 81, undefined */ 0, state_undefined },
4051 { /* 82, undefined */ 0, state_undefined },
4052 { /* 83, undefined */ 0, state_undefined },
4053 { /* 84, undefined */ 0, state_undefined },
4054 { /* 85, undefined */ 0, state_undefined },
4055 { /* 86, undefined */ 0, state_undefined },
4056 { /* 87, undefined */ 0, state_undefined },
4057 { /* 88, undefined */ 0, state_undefined },
4058 { /* 89, undefined */ 0, state_undefined },
4059 { /* 90, undefined */ 0, state_undefined },
4060 { /* 91, undefined */ 0, state_undefined },
4061 { /* 92, undefined */ 0, state_undefined },
4062 { /* 93, undefined */ 0, state_undefined },
4063 { /* 94, undefined */ 0, state_undefined },
4064 { /* 95, undefined */ 0, state_undefined },
4065 { /* 96, undefined */ 0, state_undefined },
4066 { /* 97, undefined */ 0, state_undefined },
4067 { /* 98, undefined */ 0, state_undefined },
4068 { /* 99, undefined */ 0, state_undefined },
4069 { /*100, undefined */ 0, state_undefined },
4070 { /*101, undefined */ 0, state_undefined },
4071 { /*102, undefined */ 0, state_undefined },
4072 { /*103, undefined */ 0, state_undefined },
4073 { /*104, undefined */ 0, state_undefined },
4074 { /*105, undefined */ 0, state_undefined },
4075 { /*106, undefined */ 0, state_undefined },
4076 { /*107, undefined */ 0, state_undefined },
4077 { /*108, undefined */ 0, state_undefined },
4078 { /*109, undefined */ 0, state_undefined },
4079 { /*110, undefined */ 0, state_undefined },
4080 { /*111, undefined */ 0, state_undefined },
4081 { /*112, undefined */ 0, state_undefined },
4082 { /*113, undefined */ 0, state_undefined },
4083 { /*114, undefined */ 0, state_undefined },
4084 { /*115, undefined */ 0, state_undefined },
4085 { /*116, undefined */ 0, state_undefined },
4086 { /*117, undefined */ 0, state_undefined },
4087 { /*118, undefined */ 0, state_undefined },
4088 { /*119, undefined */ 0, state_undefined },
4089 { /*120, undefined */ 0, state_undefined },
4090 { /*121, undefined */ 0, state_undefined },
4091 { /*122, undefined */ 0, state_undefined },
4092 { /*123, undefined */ 0, state_undefined },
4093 { /*124, undefined */ 0, state_undefined },
4094 { /*125, undefined */ 0, state_undefined },
4095 { /*126, undefined */ 0, state_undefined },
4096 { /*127, undefined */ 0, state_undefined },
4097 { /*128, undefined */ 0, state_undefined },
4098 { /*129, undefined */ 0, state_undefined },
4099 { /*130, undefined */ 0, state_undefined },
4100 { /*131, undefined */ 0, state_undefined },
4101 { /*132, undefined */ 0, state_undefined },
4102 { /*133, undefined */ 0, state_undefined },
4103 { /*134, undefined */ 0, state_undefined },
4104 { /*135, undefined */ 0, state_undefined },
4105 { /*136, undefined */ 0, state_undefined },
4106 { /*137, undefined */ 0, state_undefined },
4107 { /*138, undefined */ 0, state_undefined },
4108 { /*139, undefined */ 0, state_undefined },
4109 { /*140, undefined */ 0, state_undefined },
4110 { /*141, undefined */ 0, state_undefined },
4111 { /*142, undefined */ 0, state_undefined },
4112 { /*143, undefined */ 0, state_undefined },
4113 { /*144, undefined */ 0, state_undefined },
4114 { /*145, undefined */ 0, state_undefined },
4115 { /*146, undefined */ 0, state_undefined },
4116 { /*147, undefined */ 0, state_undefined },
4117 { /*148, undefined */ 0, state_undefined },
4118 { /*149, undefined */ 0, state_undefined },
4119 { /*150, undefined */ 0, state_undefined },
4120 { /*151, undefined */ 0, state_undefined },
4121 { /*152, undefined */ 0, state_undefined },
4122 { /*153, undefined */ 0, state_undefined },
4123 { /*154, undefined */ 0, state_undefined },
4124 { /*155, undefined */ 0, state_undefined },
4125 { /*156, undefined */ 0, state_undefined },
4126 { /*157, undefined */ 0, state_undefined },
4127 { /*158, undefined */ 0, state_undefined },
4128 { /*159, undefined */ 0, state_undefined },
4129 { /*160, undefined */ 0, state_undefined },
4130 { /*161, undefined */ 0, state_undefined },
4131 { /*162, undefined */ 0, state_undefined },
4132 { /*163, undefined */ 0, state_undefined },
4133 { /*164, undefined */ 0, state_undefined },
4134 { /*165, undefined */ 0, state_undefined },
4135 { /*166, undefined */ 0, state_undefined },
4136 { /*167, undefined */ 0, state_undefined },
4137 { /*168, undefined */ 0, state_undefined },
4138 { /*169, undefined */ 0, state_undefined },
4139 { /*170, undefined */ 0, state_undefined },
4140 { /*171, undefined */ 0, state_undefined },
4141 { /*172, undefined */ 0, state_undefined },
4142 { /*173, undefined */ 0, state_undefined },
4143 { /*174, undefined */ 0, state_undefined },
4144 { /*175, undefined */ 0, state_undefined },
4145 { /*176, undefined */ 0, state_undefined },
4146 { /*177, undefined */ 0, state_undefined },
4147 { /*178, undefined */ 0, state_undefined },
4148 { /*179, undefined */ 0, state_undefined },
4149 { /*180, undefined */ 0, state_undefined },
4150 { /*181, undefined */ 0, state_undefined },
4151 { /*182, undefined */ 0, state_undefined },
4152 { /*183, undefined */ 0, state_undefined },
4153 { /*184, undefined */ 0, state_undefined },
4154 { /*185, undefined */ 0, state_undefined },
4155 { /*186, undefined */ 0, state_undefined },
4156 { /*187, undefined */ 0, state_undefined },
4157 { /*188, undefined */ 0, state_undefined },
4158 { /*189, undefined */ 0, state_undefined },
4159 { /*190, undefined */ 0, state_undefined },
4160 { /*191, undefined */ 0, state_undefined },
4161 { /*192, undefined */ 0, state_undefined },
4162 { /*193, undefined */ 0, state_undefined },
4163 { /*194, undefined */ 0, state_undefined },
4164 { /*195, undefined */ 0, state_undefined },
4165 { /*196, undefined */ 0, state_undefined },
4166 { /*197, undefined */ 0, state_undefined },
4167 { /*198, undefined */ 0, state_undefined },
4168 { /*199, undefined */ 0, state_undefined },
4169 { /*200, undefined */ 0, state_undefined },
4170 { /*201, undefined */ 0, state_undefined },
4171 { /*202, undefined */ 0, state_undefined },
4172 { /*203, undefined */ 0, state_undefined },
4173 { /*204, undefined */ 0, state_undefined },
4174 { /*205, undefined */ 0, state_undefined },
4175 { /*206, undefined */ 0, state_undefined },
4176 { /*207, undefined */ 0, state_undefined },
4177 { /*208, undefined */ 0, state_undefined },
4178 { /*209, undefined */ 0, state_undefined },
4179 { /*210, undefined */ 0, state_undefined },
4180 { /*211, undefined */ 0, state_undefined },
4181 { /*212, undefined */ 0, state_undefined },
4182 { /*213, undefined */ 0, state_undefined },
4183 { /*214, undefined */ 0, state_undefined },
4184 { /*215, undefined */ 0, state_undefined },
4185 { /*216, undefined */ 0, state_undefined },
4186 { /*217, undefined */ 0, state_undefined },
4187 { /*218, undefined */ 0, state_undefined },
4188 { /*219, undefined */ 0, state_undefined },
4189 { /*220, undefined */ 0, state_undefined },
4190 { /*221, undefined */ 0, state_undefined },
4191 { /*222, undefined */ 0, state_undefined },
4192 { /*223, undefined */ 0, state_undefined },
4193 { /*224, undefined */ 0, state_undefined },
4194 { /*225, undefined */ 0, state_undefined },
4195 { /*226, undefined */ 0, state_undefined },
4196 { /*227, undefined */ 0, state_undefined },
4197 { /*228, undefined */ 0, state_undefined },
4198 { /*229, undefined */ 0, state_undefined },
4199 { /*230, undefined */ 0, state_undefined },
4200 { /*231, undefined */ 0, state_undefined },
4201 { /*232, undefined */ 0, state_undefined },
4202 { /*233, undefined */ 0, state_undefined },
4203 { /*234, undefined */ 0, state_undefined },
4204 { /*235, undefined */ 0, state_undefined },
4205 { /*236, undefined */ 0, state_undefined },
4206 { /*237, undefined */ 0, state_undefined },
4207 { /*238, undefined */ 0, state_undefined },
4208 { /*239, undefined */ 0, state_undefined },
4209 { /*240, undefined */ 0, state_undefined },
4210 { /*241, undefined */ 0, state_undefined },
4211 { /*242, undefined */ 0, state_undefined },
4212 { /*243, undefined */ 0, state_undefined },
4213 { /*244, undefined */ 0, state_undefined },
4214 { /*245, undefined */ 0, state_undefined },
4215 { /*246, undefined */ 0, state_undefined },
4216 { /*247, undefined */ 0, state_undefined },
4217 { /*248, undefined */ 0, state_undefined },
4218 { /*249, undefined */ 0, state_undefined },
4219 { /*250, undefined */ 0, state_undefined },
4220 { /*251, undefined */ 0, state_undefined },
4221 { /*252, undefined */ 0, state_undefined },
4222 { /*253, undefined */ 0, state_undefined },
4223 { /*254, undefined */ 0, state_undefined },
4224 { /*255, undefined */ 0, state_undefined },
4225 /* End huge gap */
4226 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4227 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4228 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4229 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4230 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4231 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4232 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4233 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4234 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4235 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4236 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4237 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4238 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4239 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4240 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4241 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4242 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4243 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4244 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4245 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4246 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4247 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4248 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4249 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4250 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4251 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4252 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4253 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4254 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4255 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4256 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4257 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4258 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4259 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4260 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4261 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4262 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4263 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4264 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4265 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4266 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4267 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4268 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4269 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4270 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4271 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4272 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4273 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4274 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4275 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4276 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4277 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4278 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4279 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4280 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4281 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4282 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4283 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4284 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4285 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4286 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4287 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4288 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4289 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4290 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4291 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4292 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4293 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4294 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4295 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4296 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4297 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4298 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4299 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4300 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4301 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4302 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4303 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4304 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4305 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4306 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4307 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4308 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4309 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4310 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4311 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4312 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4313 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4314 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4315 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4316 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4317 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4318 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4319 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4320 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4321 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4322 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4323 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4324 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4325 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4326 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4327 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4328 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4329 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4330 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4331 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4332 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4333 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4334 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4335 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4336 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4337 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4338 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4339 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4340 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4341 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4342 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4343 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4344 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4345 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4346 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4347 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4348 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4349 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4350 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4351 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4352 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4353 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4354 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4355 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4356 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4357 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4358 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4359 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4360 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4361 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4362 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4363 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4364 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4365 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4366 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4367 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4368 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4369 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4370 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4371 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4372 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4373 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4374 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4375 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4376 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4377 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4378 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4379 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4380 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4381 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4382 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4383 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4384 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4385 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4386 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4387 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4388 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4389 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4390 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4391 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4392 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4393 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4394 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4395 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4396 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4397 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4398 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4399 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4400 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4401 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4402 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4403 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4404 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4405 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4406 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4407 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4408 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4409 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4410 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4411 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4412 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4413 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4414 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4415 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4416 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4417 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4418 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4419 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4420 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4421 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4422 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4423 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4424 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4425 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4426 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4427 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4428 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4429 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4430 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4431 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4432 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4433 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4434 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4435 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4436 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4437 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4438 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4439 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4440 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4441 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4442 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4443 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4444 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4445 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4446 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4447 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4448 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4449 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4450 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4451 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4452 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4453 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4454 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4455 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4456 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4457 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4458 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4459 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4460 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4461 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4462 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4463 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4464 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4465 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4466 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4467 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4468 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4469 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4470 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4471 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4472 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4473 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4474 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4475 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4476 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4477 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4478 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4479 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4480 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4481 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4482 /* Various Vertex states follow */
4483 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4484 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4485 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4486 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4487 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4488 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4489 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4490 /* Lights */
4491 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4492 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4493 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4494 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4495 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4496 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4497 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4498 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4500 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4501 /* Clip planes */
4502 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4503 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4504 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4505 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4506 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4507 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4508 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4509 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4510 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4511 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4512 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4513 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4514 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4515 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4516 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4517 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4518 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4519 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4520 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4521 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4522 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4523 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4524 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4525 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4526 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4527 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4528 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4529 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4530 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4531 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4532 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4533 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },
4535 { /* STATE_MATERIAL */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},