wined3d: Honor the driver's min point size.
[wine/multimedia.git] / dlls / wined3d / state.c
blob251e77f93bbe362c396c8dc0493c0ba2ffc03968
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 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
136 * switch
138 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
139 case WINED3DCULL_NONE:
140 glDisable(GL_CULL_FACE);
141 checkGLcall("glDisable GL_CULL_FACE");
142 break;
143 case WINED3DCULL_CW:
144 glEnable(GL_CULL_FACE);
145 checkGLcall("glEnable GL_CULL_FACE");
146 glCullFace(GL_FRONT);
147 checkGLcall("glCullFace(GL_FRONT)");
148 break;
149 case WINED3DCULL_CCW:
150 glEnable(GL_CULL_FACE);
151 checkGLcall("glEnable GL_CULL_FACE");
152 glCullFace(GL_BACK);
153 checkGLcall("glCullFace(GL_BACK)");
154 break;
155 default:
156 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
160 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
161 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
162 case WINED3DSHADE_FLAT:
163 glShadeModel(GL_FLAT);
164 checkGLcall("glShadeModel(GL_FLAT)");
165 break;
166 case WINED3DSHADE_GOURAUD:
167 glShadeModel(GL_SMOOTH);
168 checkGLcall("glShadeModel(GL_SMOOTH)");
169 break;
170 case WINED3DSHADE_PHONG:
171 FIXME("WINED3DSHADE_PHONG isn't supported\n");
172 break;
173 default:
174 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
178 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
179 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
180 glEnable(GL_DITHER);
181 checkGLcall("glEnable GL_DITHER");
182 } else {
183 glDisable(GL_DITHER);
184 checkGLcall("glDisable GL_DITHER");
188 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
189 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
190 * this has to be merged with ZENABLE and ZFUNC
192 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
193 glDepthMask(1);
194 checkGLcall("glDepthMask(1)");
195 } else {
196 glDepthMask(0);
197 checkGLcall("glDepthMask(0)");
201 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
202 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
204 if(glParm) {
205 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
206 static BOOL once = FALSE;
207 /* There are a few issues with this: First, our inability to
208 * select a proper Z depth, most of the time we're stuck with
209 * D24S8, even if the app selects D32 or D16. There seem to be
210 * some other precision problems which have to be debugged to
211 * make NOTEQUAL and EQUAL work properly
213 if(!once) {
214 once = TRUE;
215 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
219 glDepthFunc(glParm);
220 checkGLcall("glDepthFunc");
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
225 float col[4];
226 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
228 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
229 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
230 checkGLcall("glLightModel for MODEL_AMBIENT");
233 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
234 int srcBlend = GL_ZERO;
235 int dstBlend = GL_ZERO;
237 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
239 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
240 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
241 glEnable(GL_BLEND);
242 checkGLcall("glEnable GL_BLEND");
243 } else {
244 glDisable(GL_BLEND);
245 checkGLcall("glDisable GL_BLEND");
246 /* Nothing more to do - get out */
247 return;
250 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
251 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
252 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
253 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
254 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
255 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
256 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
257 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
258 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
259 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
260 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
262 case WINED3DBLEND_SRCALPHASAT :
263 dstBlend = GL_SRC_ALPHA_SATURATE;
264 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
265 break;
267 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
268 * values which are still valid up to d3d9. They should not occur as dest blend values
270 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
271 srcBlend = GL_SRC_ALPHA;
272 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
273 break;
275 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
276 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
277 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
278 break;
280 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
281 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
282 default:
283 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
286 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
287 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
288 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
289 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
290 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
291 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
292 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
293 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
294 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
295 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
296 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
297 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
299 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
300 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
301 break;
303 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
304 dstBlend = GL_SRC_ALPHA;
305 break;
307 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
308 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
309 default:
310 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
314 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
315 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
316 glEnable(GL_LINE_SMOOTH);
317 checkGLcall("glEnable(GL_LINE_SMOOTH)");
318 if(srcBlend != GL_SRC_ALPHA) {
319 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
321 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
322 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
324 } else {
325 glDisable(GL_LINE_SMOOTH);
326 checkGLcall("glDisable(GL_LINE_SMOOTH)");
329 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
330 glBlendFunc(srcBlend, dstBlend);
331 checkGLcall("glBlendFunc");
334 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
335 float col[4];
337 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
338 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
339 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
340 checkGLcall("glBlendColor");
343 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
344 int glParm = 0;
345 float ref;
346 BOOL enable_ckey = FALSE;
348 IWineD3DSurfaceImpl *surf;
350 /* Find out if the texture on the first stage has a ckey set
351 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
352 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
353 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
354 * in case it finds some texture+colorkeyenable combination which needs extra care.
356 if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
357 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
359 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
360 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
361 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
362 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
363 * surface has alpha bits
365 if(fmt->alphaMask == 0x00000000) {
366 enable_ckey = TRUE;
371 if(enable_ckey || context->last_was_ckey) {
372 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
374 context->last_was_ckey = enable_ckey;
376 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
377 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
378 glEnable(GL_ALPHA_TEST);
379 checkGLcall("glEnable GL_ALPHA_TEST");
380 } else {
381 glDisable(GL_ALPHA_TEST);
382 checkGLcall("glDisable GL_ALPHA_TEST");
383 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
384 * enable call
386 return;
389 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
390 glParm = GL_NOTEQUAL;
391 ref = 0.0;
392 } else {
393 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
394 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
396 if(glParm) {
397 glAlphaFunc(glParm, ref);
398 checkGLcall("glAlphaFunc");
402 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
403 DWORD enable = 0xFFFFFFFF;
404 DWORD disable = 0x00000000;
406 if (use_vs(stateblock->wineD3DDevice)) {
407 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
408 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
409 * contitions I got sick of tracking down. The shader state handler disables all clip planes because
410 * of that - don't do anything here and keep them disabled
412 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
413 static BOOL warned = FALSE;
414 if(!warned) {
415 FIXME("Clipping not supported with vertex shaders\n");
416 warned = TRUE;
419 return;
422 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
423 * of already set values
426 /* If enabling / disabling all
427 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
429 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
430 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
431 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
432 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
433 glDisable(GL_DEPTH_CLAMP_NV);
434 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
436 } else {
437 disable = 0xffffffff;
438 enable = 0x00;
439 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
440 glEnable(GL_DEPTH_CLAMP_NV);
441 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
445 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
446 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
447 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
448 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
449 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
450 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
452 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
453 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
454 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
455 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
456 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
457 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
459 /** update clipping status */
460 if (enable) {
461 stateblock->clip_status.ClipUnion = 0;
462 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
463 } else {
464 stateblock->clip_status.ClipUnion = 0;
465 stateblock->clip_status.ClipIntersection = 0;
469 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
470 int glParm = GL_FUNC_ADD;
472 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
473 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
474 return;
477 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
478 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
479 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
480 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
481 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
482 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
483 default:
484 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
487 TRACE("glBlendEquation(%x)\n", glParm);
488 GL_EXTCALL(glBlendEquationEXT(glParm));
489 checkGLcall("glBlendEquation");
492 static void
493 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
494 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
495 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
496 * specular color. This is wrong:
497 * Separate specular color means the specular colour is maintained separately, whereas
498 * single color means it is merged in. However in both cases they are being used to
499 * some extent.
500 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
501 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
502 * running 1.4 yet!
505 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
506 * Instead, we need to setup the FinalCombiner properly.
508 * The default setup for the FinalCombiner is:
510 * <variable> <input> <mapping> <usage>
511 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
512 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
513 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
514 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
515 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
516 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
517 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
519 * That's pretty much fine as it is, except for variable B, which needs to take
520 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
521 * whether WINED3DRS_SPECULARENABLE is enabled or not.
524 TRACE("Setting specular enable state and materials\n");
525 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
526 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
527 checkGLcall("glMaterialfv");
529 if(stateblock->material.Power > 128.0) {
530 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
531 * and 128.0, although in d3d neither -1 nor 129 produce an error. For values > 128 clamp
532 * them, since 128 results in a hardly visible specular highlight, so it should be safe to
533 * to clamp to 128
535 WARN("Material power > 128\n");
536 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.0);
537 } else {
538 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
540 checkGLcall("glMaterialf(GL_SHININESS");
542 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
543 glEnable(GL_COLOR_SUM_EXT);
544 } else {
545 TRACE("Specular colors cannot be enabled in this version of opengl\n");
547 checkGLcall("glEnable(GL_COLOR_SUM)");
549 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
550 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
551 checkGLcall("glFinalCombinerInputNV()");
553 } else {
554 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
556 /* for the case of enabled lighting: */
557 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
558 checkGLcall("glMaterialfv");
560 /* for the case of disabled lighting: */
561 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
562 glDisable(GL_COLOR_SUM_EXT);
563 } else {
564 TRACE("Specular colors cannot be disabled in this version of opengl\n");
566 checkGLcall("glDisable(GL_COLOR_SUM)");
568 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
569 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
570 checkGLcall("glFinalCombinerInputNV()");
574 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
575 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
576 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
577 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
578 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
579 stateblock->material.Specular.b, stateblock->material.Specular.a);
580 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
581 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
583 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
584 checkGLcall("glMaterialfv(GL_AMBIENT)");
585 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
586 checkGLcall("glMaterialfv(GL_DIFFUSE)");
587 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
588 checkGLcall("glMaterialfv(GL_EMISSION)");
591 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
592 unsigned int i;
594 /* Note the texture color applies to all textures whereas
595 * GL_TEXTURE_ENV_COLOR applies to active only
597 float col[4];
598 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
600 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
601 /* And now the default texture color as well */
602 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
603 /* Note the WINED3DRS value applies to all textures, but GL has one
604 * per texture, so apply it now ready to be used!
606 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
607 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
608 checkGLcall("glActiveTextureARB");
609 } else if (i>0) {
610 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
613 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
614 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
616 } else {
617 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
621 static void
622 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
623 #if 0 /* Don't use OpenGL 2.0 calls for now */
624 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
625 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
626 checkGLcall("glStencilFuncSeparate(...)");
627 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
628 checkGLcall("glStencilOpSeparate(...)");
630 else
631 #endif
632 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
633 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
634 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
635 GL_EXTCALL(glActiveStencilFaceEXT(face));
636 checkGLcall("glActiveStencilFaceEXT(...)");
637 glStencilFunc(func, ref, mask);
638 checkGLcall("glStencilFunc(...)");
639 glStencilOp(stencilFail, depthFail, stencilPass);
640 checkGLcall("glStencilOp(...)");
641 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
642 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
643 checkGLcall("glStencilFuncSeparateATI(...)");
644 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
645 checkGLcall("glStencilOpSeparateATI(...)");
646 } else {
647 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
651 static void
652 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
653 DWORD onesided_enable = FALSE;
654 DWORD twosided_enable = FALSE;
655 GLint func = GL_ALWAYS;
656 GLint func_ccw = GL_ALWAYS;
657 GLint ref = 0;
658 GLuint mask = 0;
659 GLint stencilFail = GL_KEEP;
660 GLint depthFail = GL_KEEP;
661 GLint stencilPass = GL_KEEP;
662 GLint stencilFail_ccw = GL_KEEP;
663 GLint depthFail_ccw = GL_KEEP;
664 GLint stencilPass_ccw = GL_KEEP;
666 /* No stencil test without a stencil buffer */
667 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
668 glDisable(GL_STENCIL_TEST);
669 checkGLcall("glDisable GL_STENCIL_TEST");
670 return;
673 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
674 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
675 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
676 func = GL_ALWAYS;
677 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
678 func_ccw = GL_ALWAYS;
679 ref = stateblock->renderState[WINED3DRS_STENCILREF];
680 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
681 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
682 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
683 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
684 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
685 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
686 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
688 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
689 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
690 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
691 onesided_enable, twosided_enable, ref, mask,
692 func, stencilFail, depthFail, stencilPass,
693 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
695 if (twosided_enable && onesided_enable) {
696 glEnable(GL_STENCIL_TEST);
697 checkGLcall("glEnable GL_STENCIL_TEST");
699 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
700 * which has an effect on the code below too. If we apply the front face
701 * afterwards, we are sure that the active stencil face is set to front,
702 * and other stencil functions which do not use two sided stencil do not have
703 * to set it back
705 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
706 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
707 } else if(onesided_enable) {
708 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
709 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
710 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
713 glEnable(GL_STENCIL_TEST);
714 checkGLcall("glEnable GL_STENCIL_TEST");
715 glStencilFunc(func, ref, mask);
716 checkGLcall("glStencilFunc(...)");
717 glStencilOp(stencilFail, depthFail, stencilPass);
718 checkGLcall("glStencilOp(...)");
719 } else {
720 glDisable(GL_STENCIL_TEST);
721 checkGLcall("glDisable GL_STENCIL_TEST");
725 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
726 DWORD mask;
728 if(stateblock->wineD3DDevice->stencilBufferTarget) {
729 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
730 } else {
731 mask = 0;
734 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
735 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
736 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
737 glStencilMask(mask);
738 checkGLcall("glStencilMask");
739 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
740 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
741 glStencilMask(mask);
742 } else {
743 glStencilMask(mask);
745 checkGLcall("glStencilMask");
748 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
749 /* TODO: Put this into the vertex type block once that is in the state table */
750 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
751 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
752 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
753 float fogstart, fogend;
755 union {
756 DWORD d;
757 float f;
758 } tmpvalue;
760 if (!fogenable) {
761 /* No fog? Disable it, and we're done :-) */
762 glDisable(GL_FOG);
763 checkGLcall("glDisable GL_FOG");
764 if( use_ps(stateblock->wineD3DDevice)
765 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
766 /* disable fog in the pixel shader
767 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
768 * -1/(e-s) and e/(e-s) respectively.
770 glFogf(GL_FOG_START, 0.0f);
771 checkGLcall("glFogf(GL_FOG_START, fogstart");
772 glFogf(GL_FOG_END, 1.0f);
773 checkGLcall("glFogf(GL_FOG_END, fogend");
775 return;
778 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
779 fogstart = tmpvalue.f;
780 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
781 fogend = tmpvalue.f;
783 /* Fog Rules:
785 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
786 * It can use the Z value of the vertex, or the alpha component of the specular color.
787 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
788 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
789 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
791 * FOGTABLEMODE != NONE:
792 * The Z value is used, with the equation specified, no matter what vertex type.
794 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
795 * Per vertex fog is calculated using the specified fog equation and the parameters
797 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
798 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
799 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
802 * Rules for vertex fog with shaders:
804 * When mixing fixed function functionality with the programmable pipeline, D3D expects
805 * the fog computation to happen during transformation while openGL expects it to happen
806 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
807 * the pixel shader while openGL always expects the pixel shader to handle the blending.
808 * To solve this problem, WineD3D does:
809 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
810 * shader,
811 * and 2) disables the fog computation (in either the fixed function or programmable
812 * rasterizer) if using a vertex program.
815 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
816 * without shaders).
819 if( is_ps3 ) {
820 if( !use_vs(stateblock->wineD3DDevice)
821 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
822 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
826 if (use_vs(stateblock->wineD3DDevice)
827 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
828 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
829 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
830 /* Disable fog */
831 fogenable = FALSE;
832 } else {
833 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
834 glFogi(GL_FOG_MODE, GL_LINEAR);
835 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
836 fogstart = 1.0;
837 fogend = 0.0;
840 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
841 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
842 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
843 context->fog_coord = FALSE;
845 context->last_was_foggy_shader = TRUE;
847 else if( use_ps(stateblock->wineD3DDevice) ) {
848 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
849 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
851 WINED3DFOGMODE mode;
852 context->last_was_foggy_shader = FALSE;
854 /* If both fogmodes are set use the table fog mode */
855 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
856 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
857 else
858 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
860 switch (mode) {
861 case WINED3DFOG_EXP:
862 case WINED3DFOG_EXP2:
863 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
864 /* Disable fog */
865 fogenable = FALSE;
866 break;
868 case WINED3DFOG_LINEAR:
869 fogstart = -1.0f/(fogend-fogstart);
870 fogend *= -fogstart;
871 break;
873 case WINED3DFOG_NONE:
874 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
875 /* Disable fog */
876 fogenable = FALSE;
877 break;
878 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
881 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
882 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
883 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
884 context->fog_coord = FALSE;
887 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
888 * the system will apply only pixel(=table) fog effects."
890 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
891 glHint(GL_FOG_HINT, GL_FASTEST);
892 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
893 context->last_was_foggy_shader = FALSE;
895 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
896 /* If processed vertices are used, fall through to the NONE case */
897 case WINED3DFOG_EXP: {
898 if(!context->last_was_rhw) {
899 glFogi(GL_FOG_MODE, GL_EXP);
900 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
901 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
902 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
903 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
904 context->fog_coord = FALSE;
906 break;
909 case WINED3DFOG_EXP2: {
910 if(!context->last_was_rhw) {
911 glFogi(GL_FOG_MODE, GL_EXP2);
912 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
913 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
914 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
915 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
916 context->fog_coord = FALSE;
918 break;
921 case WINED3DFOG_LINEAR: {
922 if(!context->last_was_rhw) {
923 glFogi(GL_FOG_MODE, GL_LINEAR);
924 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
925 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
926 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
927 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
928 context->fog_coord = FALSE;
930 break;
933 case WINED3DFOG_NONE: {
934 /* Both are none? According to msdn the alpha channel of the specular
935 * color contains a fog factor. Set it in drawStridedSlow.
936 * Same happens with Vertexfog on transformed vertices
938 if(GL_SUPPORT(EXT_FOG_COORD)) {
939 if(context->fog_coord == FALSE) {
940 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
941 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
942 context->fog_coord = TRUE;
944 glFogi(GL_FOG_MODE, GL_LINEAR);
945 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
946 fogstart = 0xff;
947 fogend = 0x0;
948 } else {
949 /* Disable GL fog, handle this in software in drawStridedSlow */
950 fogenable = FALSE;
952 break;
954 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
956 } else {
957 glHint(GL_FOG_HINT, GL_NICEST);
958 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
959 context->last_was_foggy_shader = FALSE;
961 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
962 case WINED3DFOG_EXP:
963 glFogi(GL_FOG_MODE, GL_EXP);
964 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
965 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
966 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
967 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
968 context->fog_coord = FALSE;
970 break;
972 case WINED3DFOG_EXP2:
973 glFogi(GL_FOG_MODE, GL_EXP2);
974 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
975 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
976 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
977 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
978 context->fog_coord = FALSE;
980 break;
982 case WINED3DFOG_LINEAR:
983 glFogi(GL_FOG_MODE, GL_LINEAR);
984 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
985 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
986 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
987 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
988 context->fog_coord = FALSE;
990 break;
992 case WINED3DFOG_NONE: /* Won't happen */
993 default:
994 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
998 if(fogenable) {
999 glEnable(GL_FOG);
1000 checkGLcall("glEnable GL_FOG");
1002 if(fogstart != fogend)
1004 glFogfv(GL_FOG_START, &fogstart);
1005 checkGLcall("glFogf(GL_FOG_START, fogstart");
1006 TRACE("Fog Start == %f\n", fogstart);
1008 glFogfv(GL_FOG_END, &fogend);
1009 checkGLcall("glFogf(GL_FOG_END, fogend");
1010 TRACE("Fog End == %f\n", fogend);
1012 else
1014 glFogf(GL_FOG_START, -1.0 / 0.0);
1015 checkGLcall("glFogf(GL_FOG_START, fogstart");
1016 TRACE("Fog Start == %f\n", fogstart);
1018 glFogf(GL_FOG_END, 0.0);
1019 checkGLcall("glFogf(GL_FOG_END, fogend");
1020 TRACE("Fog End == %f\n", fogend);
1022 } else {
1023 glDisable(GL_FOG);
1024 checkGLcall("glDisable GL_FOG");
1025 if( use_ps(stateblock->wineD3DDevice) ) {
1026 /* disable fog in the pixel shader
1027 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1028 * -1/(e-s) and e/(e-s) respectively.
1030 glFogf(GL_FOG_START, 0.0f);
1031 checkGLcall("glFogf(GL_FOG_START, fogstart");
1032 glFogf(GL_FOG_END, 1.0f);
1033 checkGLcall("glFogf(GL_FOG_END, fogend");
1038 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1039 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1040 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1041 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1042 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1043 } else {
1044 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1046 } else {
1047 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1048 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1049 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1054 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1055 float col[4];
1056 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1057 glFogfv(GL_FOG_COLOR, &col[0]);
1058 checkGLcall("glFog GL_FOG_COLOR");
1061 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1062 union {
1063 DWORD d;
1064 float f;
1065 } tmpvalue;
1066 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1067 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1068 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1071 /* TODO: Merge with primitive type + init_materials()!! */
1072 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1073 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
1074 GLenum Parm = 0;
1075 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1076 BOOL isDiffuseSupplied;
1078 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1079 * The vertex declaration will call this function if the fixed function pipeline is used.
1082 if(isStateDirty(context, STATE_VDECL)) {
1083 return;
1086 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1088 context->num_untracked_materials = 0;
1089 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1090 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1091 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1092 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1093 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1094 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1096 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1097 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1098 Parm = GL_AMBIENT_AND_DIFFUSE;
1099 } else {
1100 Parm = GL_DIFFUSE;
1102 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1103 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1104 context->num_untracked_materials++;
1106 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1107 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1108 context->num_untracked_materials++;
1110 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1111 Parm = GL_AMBIENT;
1112 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1113 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1114 context->num_untracked_materials++;
1116 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1117 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1118 context->num_untracked_materials++;
1120 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1121 Parm = GL_EMISSION;
1122 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1123 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1124 context->num_untracked_materials++;
1126 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1127 Parm = GL_SPECULAR;
1131 /* Nothing changed, return. */
1132 if (Parm == context->tracking_parm) return;
1134 if(!Parm) {
1135 glDisable(GL_COLOR_MATERIAL);
1136 checkGLcall("glDisable GL_COLOR_MATERIAL");
1137 } else {
1138 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1139 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1140 glEnable(GL_COLOR_MATERIAL);
1141 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1144 /* Apparently calls to glMaterialfv are ignored for properties we're
1145 * tracking with glColorMaterial, so apply those here. */
1146 switch (context->tracking_parm) {
1147 case GL_AMBIENT_AND_DIFFUSE:
1148 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1149 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1150 checkGLcall("glMaterialfv");
1151 break;
1153 case GL_DIFFUSE:
1154 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1155 checkGLcall("glMaterialfv");
1156 break;
1158 case GL_AMBIENT:
1159 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1160 checkGLcall("glMaterialfv");
1161 break;
1163 case GL_EMISSION:
1164 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1165 checkGLcall("glMaterialfv");
1166 break;
1168 case GL_SPECULAR:
1169 /* Only change material color if specular is enabled, otherwise it is set to black */
1170 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1171 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1172 checkGLcall("glMaterialfv");
1173 } else {
1174 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1175 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1176 checkGLcall("glMaterialfv");
1178 break;
1181 context->tracking_parm = Parm;
1184 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1185 union {
1186 DWORD d;
1187 WINED3DLINEPATTERN lp;
1188 } tmppattern;
1189 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1191 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1193 if (tmppattern.lp.wRepeatFactor) {
1194 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1195 checkGLcall("glLineStipple(repeat, linepattern)");
1196 glEnable(GL_LINE_STIPPLE);
1197 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1198 } else {
1199 glDisable(GL_LINE_STIPPLE);
1200 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1204 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1205 union {
1206 DWORD d;
1207 float f;
1208 } tmpvalue;
1210 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1211 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1212 TRACE("ZBias value %f\n", tmpvalue.f);
1213 glPolygonOffset(0, -tmpvalue.f);
1214 checkGLcall("glPolygonOffset(0, -Value)");
1215 glEnable(GL_POLYGON_OFFSET_FILL);
1216 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1217 glEnable(GL_POLYGON_OFFSET_LINE);
1218 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1219 glEnable(GL_POLYGON_OFFSET_POINT);
1220 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1221 } else {
1222 glDisable(GL_POLYGON_OFFSET_FILL);
1223 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1224 glDisable(GL_POLYGON_OFFSET_LINE);
1225 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1226 glDisable(GL_POLYGON_OFFSET_POINT);
1227 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1232 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1233 if(isStateDirty(context, STATE_VDECL)) {
1234 return;
1236 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1237 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1238 * by zero and is not properly defined in opengl, so avoid it
1240 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1241 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1242 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1243 glEnable(GL_NORMALIZE);
1244 checkGLcall("glEnable(GL_NORMALIZE);");
1245 } else {
1246 glDisable(GL_NORMALIZE);
1247 checkGLcall("glDisable(GL_NORMALIZE);");
1251 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1252 union {
1253 DWORD d;
1254 float f;
1255 } tmpvalue;
1257 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1258 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1259 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1260 checkGLcall("glPointParameterfARB(...");
1262 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1263 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1264 checkGLcall("glPointParameterfEXT(...);");
1265 } else if(tmpvalue.f != 1.0) {
1266 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1270 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1271 union {
1272 DWORD d;
1273 float f;
1274 } tmpvalue;
1276 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1277 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1278 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1279 checkGLcall("glPointParameterfARB(...");
1281 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1282 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1283 checkGLcall("glPointParameterfEXT(...);");
1284 } else if(tmpvalue.f != 64.0) {
1285 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1289 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1290 /* TODO: Group this with the viewport */
1292 * POINTSCALEENABLE controls how point size value is treated. If set to
1293 * true, the point size is scaled with respect to height of viewport.
1294 * When set to false point size is in pixels.
1296 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1299 /* Default values */
1300 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1301 union {
1302 DWORD d;
1303 float f;
1304 } pointSize, A, B, C;
1306 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1307 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1308 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1309 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1311 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1312 GLfloat scaleFactor;
1313 float h = stateblock->viewport.Height;
1315 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1317 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1318 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1319 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1320 * are less than 1.0f. scale_factor = 1.0f / point_size.
1322 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1323 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1324 * is 1.0, but then accepts points below that and draws too small points
1326 pointSize.f = GL_LIMITS(pointsizemin);
1327 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1328 /* gl already scales the input to glPointSize,
1329 * d3d scales the result after the point size scale.
1330 * If the point size is bigger than the max size, use the
1331 * scaling to scale it bigger, and set the gl point size to max
1333 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1334 TRACE("scale: %f\n", scaleFactor);
1335 pointSize.f = GL_LIMITS(pointsize);
1336 } else {
1337 scaleFactor = 1.0f;
1339 scaleFactor = pow(h * scaleFactor, 2);
1341 att[0] = A.f / scaleFactor;
1342 att[1] = B.f / scaleFactor;
1343 att[2] = C.f / scaleFactor;
1346 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1347 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1348 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1350 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1351 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1352 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1353 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1354 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1357 glPointSize(pointSize.f);
1358 checkGLcall("glPointSize(...);");
1361 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1362 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1364 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1365 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1366 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1367 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1368 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1369 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1370 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1371 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1372 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1373 checkGLcall("glColorMask(...)");
1375 /* depends on WINED3DRS_COLORWRITEENABLE. */
1376 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1377 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1378 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1379 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1380 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1381 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1382 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1386 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1387 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1388 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1389 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1390 } else {
1391 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1392 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1396 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1397 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1398 TRACE("Last Pixel Drawing Enabled\n");
1399 } else {
1400 static BOOL first = TRUE;
1401 if(first) {
1402 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1403 first = FALSE;
1404 } else {
1405 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1410 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1411 /* TODO: NV_POINT_SPRITE */
1412 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1413 TRACE("Point sprites not supported\n");
1414 return;
1417 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1418 glEnable(GL_POINT_SPRITE_ARB);
1419 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)\n");
1420 } else {
1421 glDisable(GL_POINT_SPRITE_ARB);
1422 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)\n");
1426 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1428 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1429 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1430 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1431 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1432 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1434 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1436 TRACE("Stub\n");
1437 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1438 stateblock->renderState[WINED3DRS_WRAP1] ||
1439 stateblock->renderState[WINED3DRS_WRAP2] ||
1440 stateblock->renderState[WINED3DRS_WRAP3] ||
1441 stateblock->renderState[WINED3DRS_WRAP4] ||
1442 stateblock->renderState[WINED3DRS_WRAP5] ||
1443 stateblock->renderState[WINED3DRS_WRAP6] ||
1444 stateblock->renderState[WINED3DRS_WRAP7] ||
1445 stateblock->renderState[WINED3DRS_WRAP8] ||
1446 stateblock->renderState[WINED3DRS_WRAP9] ||
1447 stateblock->renderState[WINED3DRS_WRAP10] ||
1448 stateblock->renderState[WINED3DRS_WRAP11] ||
1449 stateblock->renderState[WINED3DRS_WRAP12] ||
1450 stateblock->renderState[WINED3DRS_WRAP13] ||
1451 stateblock->renderState[WINED3DRS_WRAP14] ||
1452 stateblock->renderState[WINED3DRS_WRAP15] ) {
1453 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1457 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1458 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1459 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1460 glEnable(GL_MULTISAMPLE_ARB);
1461 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1462 } else {
1463 glDisable(GL_MULTISAMPLE_ARB);
1464 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1466 } else {
1467 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1468 WARN("Multisample antialiasing not supported by gl\n");
1473 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1474 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1475 glEnable(GL_SCISSOR_TEST);
1476 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1477 } else {
1478 glDisable(GL_SCISSOR_TEST);
1479 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1483 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1484 union {
1485 DWORD d;
1486 float f;
1487 } tmpvalue;
1489 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1490 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1491 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1492 glEnable(GL_POLYGON_OFFSET_FILL);
1493 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1494 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1495 checkGLcall("glPolygonOffset(...)");
1496 } else {
1497 glDisable(GL_POLYGON_OFFSET_FILL);
1498 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1502 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1503 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1504 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1505 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1506 } else {
1507 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1508 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1512 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1513 TRACE("Stub\n");
1514 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1515 FIXME(" Stippled Alpha not supported yet.\n");
1518 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1519 TRACE("Stub\n");
1520 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1521 FIXME(" Antialias not supported yet.\n");
1524 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1525 TRACE("Stub\n");
1526 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1527 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1530 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1531 TRACE("Stub\n");
1532 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1533 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1536 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1537 union {
1538 DWORD d;
1539 float f;
1540 } tmpvalue;
1541 tmpvalue.f = 1.0f;
1543 TRACE("Stub\n");
1544 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1546 static BOOL displayed = FALSE;
1548 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1549 if(!displayed)
1550 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1552 displayed = TRUE;
1556 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1557 TRACE("Stub\n");
1558 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1559 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1562 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1563 TRACE("Stub\n");
1564 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1565 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1568 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1569 TRACE("Stub\n");
1570 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1571 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1574 static void state_separateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1575 TRACE("Stub\n");
1576 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1577 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1580 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1581 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1582 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1586 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1587 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1588 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1592 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1593 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1594 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1598 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1599 if(stateblock->renderState[WINED3DRS_ROP2]) {
1600 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1604 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1605 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1606 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1610 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1611 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1612 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1616 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1617 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1618 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1622 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1623 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1624 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1628 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1629 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1630 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1634 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1635 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1636 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1640 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1641 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1642 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1646 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1647 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1648 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1652 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1653 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1654 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1658 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1659 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1660 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1664 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1665 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1666 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1670 /* Activates the texture dimension according to the bound D3D texture.
1671 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1672 * Requires the caller to activate the correct unit before
1674 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1675 BOOL bumpmap = FALSE;
1677 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1678 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1679 bumpmap = TRUE;
1680 context->texShaderBumpMap |= (1 << stage);
1681 } else {
1682 context->texShaderBumpMap &= ~(1 << stage);
1685 if(stateblock->textures[stage]) {
1686 switch(stateblock->textureDimensions[stage]) {
1687 case GL_TEXTURE_2D:
1688 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1689 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1690 } else {
1691 glDisable(GL_TEXTURE_3D);
1692 checkGLcall("glDisable(GL_TEXTURE_3D)");
1693 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1694 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1695 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1697 glEnable(GL_TEXTURE_2D);
1698 checkGLcall("glEnable(GL_TEXTURE_2D)");
1700 break;
1701 case GL_TEXTURE_3D:
1702 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1703 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1704 } else {
1705 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1706 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1707 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1709 glDisable(GL_TEXTURE_2D);
1710 checkGLcall("glDisable(GL_TEXTURE_2D)");
1711 glEnable(GL_TEXTURE_3D);
1712 checkGLcall("glEnable(GL_TEXTURE_3D)");
1714 break;
1715 case GL_TEXTURE_CUBE_MAP_ARB:
1716 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1717 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1718 } else {
1719 glDisable(GL_TEXTURE_2D);
1720 checkGLcall("glDisable(GL_TEXTURE_2D)");
1721 glDisable(GL_TEXTURE_3D);
1722 checkGLcall("glDisable(GL_TEXTURE_3D)");
1723 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1724 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1726 break;
1728 } else {
1729 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1730 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1731 } else {
1732 glEnable(GL_TEXTURE_2D);
1733 checkGLcall("glEnable(GL_TEXTURE_2D)");
1734 glDisable(GL_TEXTURE_3D);
1735 checkGLcall("glDisable(GL_TEXTURE_3D)");
1736 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1737 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1738 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1740 /* Binding textures is done by samplers. A dummy texture will be bound */
1745 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1746 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1747 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1748 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1750 TRACE("Setting color op for stage %d\n", stage);
1752 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1753 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1754 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1755 return;
1758 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1760 if (mapped_stage != -1) {
1761 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1762 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1763 FIXME("Attempt to enable unsupported stage!\n");
1764 return;
1766 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1767 checkGLcall("glActiveTextureARB");
1768 } else if (stage > 0) {
1769 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1770 return;
1774 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1775 if(stateblock->lowest_disabled_stage > 0) {
1776 glEnable(GL_REGISTER_COMBINERS_NV);
1777 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1778 } else {
1779 glDisable(GL_REGISTER_COMBINERS_NV);
1782 if(stage >= stateblock->lowest_disabled_stage) {
1783 TRACE("Stage disabled\n");
1784 if (mapped_stage != -1) {
1785 /* Disable everything here */
1786 glDisable(GL_TEXTURE_2D);
1787 checkGLcall("glDisable(GL_TEXTURE_2D)");
1788 glDisable(GL_TEXTURE_3D);
1789 checkGLcall("glDisable(GL_TEXTURE_3D)");
1790 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1791 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1792 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1794 if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1795 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1798 /* All done */
1799 return;
1802 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1803 * if the sampler for this stage is dirty
1805 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1806 if (tex_used) activate_dimensions(stage, stateblock, context);
1809 /* Set the texture combiners */
1810 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1811 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1812 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1813 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1814 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1815 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1816 mapped_stage);
1818 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1819 * thus the texture shader may have to be updated
1821 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1822 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1823 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1824 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1825 if(usesBump != usedBump) {
1826 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1827 checkGLcall("glActiveTextureARB");
1828 activate_dimensions(stage + 1, stateblock, context);
1829 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1830 checkGLcall("glActiveTextureARB");
1833 } else {
1834 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1835 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1836 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1837 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1838 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1842 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1843 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1844 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1845 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1846 DWORD op, arg1, arg2, arg0;
1848 TRACE("Setting alpha op for stage %d\n", stage);
1849 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1850 if (mapped_stage != -1) {
1851 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1852 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1853 FIXME("Attempt to enable unsupported stage!\n");
1854 return;
1856 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1857 checkGLcall("glActiveTextureARB");
1858 } else if (stage > 0) {
1859 /* We can't do anything here */
1860 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1861 return;
1865 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1866 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1867 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1868 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1870 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1871 stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1872 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1874 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1875 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1877 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1878 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1879 * cannot remove the texture's alpha channel entirely.
1881 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1882 * on color keyed surfaces.
1884 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1886 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1887 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1888 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1892 TRACE("Setting alpha op for stage %d\n", stage);
1893 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1894 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1895 op, arg1, arg2, arg0,
1896 mapped_stage);
1897 } else {
1898 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1899 op, arg1, arg2, arg0);
1903 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1904 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1905 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1907 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
1908 if(use_vs(stateblock->wineD3DDevice) ||
1909 isStateDirty(context, STATE_VDECL)) {
1910 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
1911 return;
1914 if (mapped_stage < 0) return;
1916 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1917 if(mapped_stage >= GL_LIMITS(textures)) {
1918 return;
1920 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1921 checkGLcall("glActiveTextureARB");
1922 } else if (mapped_stage > 0) {
1923 /* We can't do anything here */
1924 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1925 return;
1928 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1929 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1930 (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU,
1931 context->last_was_rhw,
1932 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
1933 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
1934 WINED3DDECLTYPE_UNUSED);
1938 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
1939 int texture_idx;
1941 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
1942 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
1943 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1947 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
1948 UINT *offset = stateblock->streamOffset;
1949 unsigned int mapped_stage = 0;
1950 unsigned int textureNo = 0;
1952 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
1953 /* Abort if we don't support the extension. */
1954 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
1955 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1956 return;
1959 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
1960 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
1962 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
1963 if (mapped_stage == -1) continue;
1965 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
1966 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
1967 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
1969 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
1970 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
1971 checkGLcall("glBindBufferARB");
1972 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
1975 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1976 checkGLcall("glClientActiveTextureARB");
1978 /* The coords to supply depend completely on the fvf / vertex shader */
1979 glTexCoordPointer(
1980 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
1981 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
1982 sd->u.s.texCoords[coordIdx].dwStride,
1983 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
1984 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1985 } else {
1986 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
1989 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1990 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
1991 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
1992 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
1997 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1998 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1999 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2001 if (mapped_stage == -1) {
2002 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
2003 return;
2006 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2007 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
2008 return;
2010 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2011 checkGLcall("glActiveTextureARB");
2012 } else if (stage > 0) {
2013 /* We can't do anything here */
2014 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2015 return;
2018 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
2020 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
2021 * one flag, you can still specify an index value, which the system uses to
2022 * determine the texture wrapping mode.
2023 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
2024 * means use the vertex position (camera-space) as the input texture coordinates
2025 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
2026 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
2027 * to the TEXCOORDINDEX value
2031 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
2033 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
2034 case WINED3DTSS_TCI_PASSTHRU:
2035 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
2036 glDisable(GL_TEXTURE_GEN_S);
2037 glDisable(GL_TEXTURE_GEN_T);
2038 glDisable(GL_TEXTURE_GEN_R);
2039 glDisable(GL_TEXTURE_GEN_Q);
2040 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
2041 break;
2043 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
2044 /* CameraSpacePosition means use the vertex position, transformed to camera space,
2045 * as the input texture coordinates for this stage's texture transformation. This
2046 * equates roughly to EYE_LINEAR
2049 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2050 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2051 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2052 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2053 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
2055 glMatrixMode(GL_MODELVIEW);
2056 glPushMatrix();
2057 glLoadIdentity();
2058 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2059 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2060 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2061 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2062 glPopMatrix();
2064 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
2065 glEnable(GL_TEXTURE_GEN_S);
2066 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2067 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2068 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2069 glEnable(GL_TEXTURE_GEN_T);
2070 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2071 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2072 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2073 glEnable(GL_TEXTURE_GEN_R);
2074 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2075 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2076 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2078 break;
2080 case WINED3DTSS_TCI_CAMERASPACENORMAL:
2082 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2083 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2084 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2085 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2086 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2087 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
2089 glMatrixMode(GL_MODELVIEW);
2090 glPushMatrix();
2091 glLoadIdentity();
2092 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2093 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2094 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2095 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2096 glPopMatrix();
2098 glEnable(GL_TEXTURE_GEN_S);
2099 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2100 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2101 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2102 glEnable(GL_TEXTURE_GEN_T);
2103 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2104 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2105 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2106 glEnable(GL_TEXTURE_GEN_R);
2107 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2108 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2109 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2112 break;
2114 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2116 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2117 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2118 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2119 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2120 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2121 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2123 glMatrixMode(GL_MODELVIEW);
2124 glPushMatrix();
2125 glLoadIdentity();
2126 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2127 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2128 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2129 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2130 glPopMatrix();
2132 glEnable(GL_TEXTURE_GEN_S);
2133 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2134 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2135 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2136 glEnable(GL_TEXTURE_GEN_T);
2137 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2138 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2139 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2140 glEnable(GL_TEXTURE_GEN_R);
2141 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2142 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2143 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2146 break;
2148 /* Unhandled types: */
2149 default:
2150 /* Todo: */
2151 /* ? disable GL_TEXTURE_GEN_n ? */
2152 glDisable(GL_TEXTURE_GEN_S);
2153 glDisable(GL_TEXTURE_GEN_T);
2154 glDisable(GL_TEXTURE_GEN_R);
2155 glDisable(GL_TEXTURE_GEN_Q);
2156 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2157 break;
2160 /* Update the texture matrix */
2161 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2162 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2165 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2166 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2167 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2168 * and do all the things linked to it
2169 * TODO: Tidy that up to reload only the arrays of the changed unit
2171 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2173 unloadTexCoords(stateblock);
2174 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2178 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2179 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2181 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2182 * has an update pending
2184 if(isStateDirty(context, STATE_VDECL) ||
2185 isStateDirty(context, STATE_PIXELSHADER)) {
2186 return;
2189 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2192 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2193 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2194 union {
2195 DWORD d;
2196 float f;
2197 } tmpvalue;
2199 if(stateblock->pixelShader && stage != 0 &&
2200 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2201 /* The pixel shader has to know the luminance scale. Do a constants update if it
2202 * isn't scheduled anyway
2204 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2205 !isStateDirty(context, STATE_PIXELSHADER)) {
2206 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2210 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2211 if(tmpvalue.f != 0.0) {
2212 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2216 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2217 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2218 union {
2219 DWORD d;
2220 float f;
2221 } tmpvalue;
2223 if(stateblock->pixelShader && stage != 0 &&
2224 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2225 /* The pixel shader has to know the luminance offset. Do a constants update if it
2226 * isn't scheduled anyway
2228 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2229 !isStateDirty(context, STATE_PIXELSHADER)) {
2230 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2234 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2235 if(tmpvalue.f != 0.0) {
2236 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2240 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2241 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2243 if(stage >= GL_LIMITS(texture_stages)) {
2244 return;
2247 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2248 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2252 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2253 DWORD sampler = state - STATE_SAMPLER(0);
2254 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2255 union {
2256 float f;
2257 DWORD d;
2258 } tmpvalue;
2260 TRACE("Sampler: %d\n", sampler);
2261 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2262 * only has to bind textures and set the per texture states
2265 if (mapped_stage == -1) {
2266 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2267 return;
2270 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2271 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2272 return;
2274 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2275 checkGLcall("glActiveTextureARB");
2276 } else if (sampler > 0) {
2277 /* We can't do anything here */
2278 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2279 return;
2282 if(stateblock->textures[sampler]) {
2283 BOOL texIsPow2 = FALSE;
2285 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2286 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2287 * scaling is reapplied or removed, the texture matrix has to be reapplied
2289 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2290 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2291 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
2292 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) {
2293 texIsPow2 = TRUE;
2295 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2296 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) {
2297 texIsPow2 = TRUE;
2301 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2302 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2303 context->lastWasPow2Texture[sampler] = texIsPow2;
2307 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2308 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2310 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2311 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2312 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2313 GL_TEXTURE_LOD_BIAS_EXT,
2314 tmpvalue.f);
2315 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2318 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2319 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2320 /* Using a pixel shader? Verify the sampler types */
2322 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2323 * dimensions because the shader knows from which texture type to sample from. For the sake of
2324 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2325 * dimensions. This should make wrong sampling sources visible :-)
2327 glEnable(stateblock->textureDimensions[sampler]);
2328 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2329 } else if(sampler < stateblock->lowest_disabled_stage) {
2330 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2331 activate_dimensions(sampler, stateblock, context);
2334 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2335 /* If color keying is enabled update the alpha test, it depends on the existence
2336 * of a color key in stage 0
2338 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2341 } else if(sampler < GL_LIMITS(texture_stages)) {
2342 if(sampler < stateblock->lowest_disabled_stage) {
2343 /* TODO: What should I do with pixel shaders here ??? */
2344 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2345 activate_dimensions(sampler, stateblock, context);
2347 } /* Otherwise tex_colorop disables the stage */
2348 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2349 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2353 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2354 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2355 BOOL use_pshader = use_ps(device);
2356 BOOL use_vshader = use_vs(device);
2357 BOOL update_fog = FALSE;
2358 int i;
2360 if (use_pshader) {
2361 if(!context->last_was_pshader) {
2362 /* Former draw without a pixel shader, some samplers
2363 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2364 * make sure to enable them
2366 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2367 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2368 sampler(STATE_SAMPLER(i), stateblock, context);
2371 update_fog = TRUE;
2372 } else {
2373 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2374 * if a different texture was bound. I don't have to do anything.
2378 /* Compile and bind the shader */
2379 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2380 } else {
2381 /* Disabled the pixel shader - color ops weren't applied
2382 * while it was enabled, so re-apply them.
2384 for(i=0; i < MAX_TEXTURES; i++) {
2385 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2386 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2389 if(context->last_was_pshader)
2390 update_fog = TRUE;
2393 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2394 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2396 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2397 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2401 if(update_fog)
2402 state_fog(state, stateblock, context);
2404 context->last_was_pshader = use_pshader;
2407 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2408 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2410 if(stateblock->pixelShader && stage != 0 &&
2411 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2412 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2413 * anyway
2415 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2416 !isStateDirty(context, STATE_PIXELSHADER)) {
2417 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2421 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2422 if(stage >= GL_LIMITS(texture_stages)) {
2423 WARN("Bump env matrix of unsupported stage set\n");
2424 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2425 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2426 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2428 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2429 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2430 checkGLcall("glTexBumpParameterfvATI");
2432 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2433 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2434 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2435 * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2436 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2437 * for stage + 1. Keep the nvrc tex unit mapping in mind too
2439 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2441 if(mapped_stage < GL_LIMITS(textures)) {
2442 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2443 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2445 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2446 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2447 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)\n");
2452 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2453 /* This function is called by transform_view below if the view matrix was changed too
2455 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2456 * does not always update the world matrix, only on a switch between transformed
2457 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2458 * draw, but that should be rather rare and cheaper in total.
2460 glMatrixMode(GL_MODELVIEW);
2461 checkGLcall("glMatrixMode");
2463 if(context->last_was_rhw) {
2464 glLoadIdentity();
2465 checkGLcall("glLoadIdentity()");
2466 } else {
2467 /* In the general case, the view matrix is the identity matrix */
2468 if (stateblock->wineD3DDevice->view_ident) {
2469 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2470 checkGLcall("glLoadMatrixf");
2471 } else {
2472 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2473 checkGLcall("glLoadMatrixf");
2474 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2475 checkGLcall("glMultMatrixf");
2480 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2481 UINT index = state - STATE_CLIPPLANE(0);
2483 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2484 return;
2487 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2488 glMatrixMode(GL_MODELVIEW);
2489 glPushMatrix();
2490 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2492 TRACE("Clipplane [%f,%f,%f,%f]\n",
2493 stateblock->clipplane[index][0],
2494 stateblock->clipplane[index][1],
2495 stateblock->clipplane[index][2],
2496 stateblock->clipplane[index][3]);
2497 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2498 checkGLcall("glClipPlane");
2500 glPopMatrix();
2503 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2504 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2505 GLenum glMat;
2506 TRACE("Setting world matrix %d\n", matrix);
2508 if(matrix >= GL_LIMITS(blends)) {
2509 WARN("Unsupported blend matrix set\n");
2510 return;
2511 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2512 return;
2515 /* GL_MODELVIEW0_ARB: 0x1700
2516 * GL_MODELVIEW1_ARB: 0x0x850a
2517 * GL_MODELVIEW2_ARB: 0x8722
2518 * GL_MODELVIEW3_ARB: 0x8723
2519 * etc
2520 * GL_MODELVIEW31_ARB: 0x873F
2522 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2523 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2525 glMatrixMode(glMat);
2526 checkGLcall("glMatrixMode(glMat)");
2528 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2529 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2531 if(stateblock->wineD3DDevice->view_ident) {
2532 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2533 checkGLcall("glLoadMatrixf")
2534 } else {
2535 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2536 checkGLcall("glLoadMatrixf")
2537 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2538 checkGLcall("glMultMatrixf")
2542 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2543 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2545 switch(val) {
2546 case WINED3DVBF_1WEIGHTS:
2547 case WINED3DVBF_2WEIGHTS:
2548 case WINED3DVBF_3WEIGHTS:
2549 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2550 glEnable(GL_VERTEX_BLEND_ARB);
2551 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2553 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2554 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2556 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2558 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2559 int i;
2560 for(i = 1; i < GL_LIMITS(blends); i++) {
2561 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2562 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2565 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2567 } else {
2568 static BOOL once = FALSE;
2569 if(!once) {
2570 once = TRUE;
2571 /* TODO: Implement vertex blending in drawStridedSlow */
2572 FIXME("Vertex blending enabled, but not supported by hardware\n");
2575 break;
2577 case WINED3DVBF_DISABLE:
2578 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2579 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2580 glDisable(GL_VERTEX_BLEND_ARB);
2581 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2582 } else {
2583 TRACE("Vertex blending disabled\n");
2585 break;
2587 case WINED3DVBF_TWEENING:
2588 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2589 * vertex weights in the vertices?
2590 * For now we don't report that as supported, so a warn should suffice
2592 WARN("Tweening not supported yet\n");
2593 break;
2597 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2598 unsigned int k;
2600 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2601 * NOTE: We have to reset the positions even if the light/plane is not currently
2602 * enabled, since the call to enable it will not reset the position.
2603 * NOTE2: Apparently texture transforms do NOT need reapplying
2606 PLIGHTINFOEL *light = NULL;
2608 glMatrixMode(GL_MODELVIEW);
2609 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2610 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2611 checkGLcall("glLoadMatrixf(...)");
2613 /* Reset lights. TODO: Call light apply func */
2614 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2615 light = stateblock->activeLights[k];
2616 if(!light) continue;
2617 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2618 checkGLcall("glLightfv posn");
2619 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2620 checkGLcall("glLightfv dirn");
2623 /* Reset Clipping Planes */
2624 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2625 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2626 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2630 if(context->last_was_rhw) {
2631 glLoadIdentity();
2632 checkGLcall("glLoadIdentity()");
2633 /* No need to update the world matrix, the identity is fine */
2634 return;
2637 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2638 * No need to do it here if the state is scheduled for update.
2640 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2641 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2644 /* Avoid looping over a number of matrices if the app never used the functionality */
2645 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2646 for(k = 1; k < GL_LIMITS(blends); k++) {
2647 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2648 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2654 static const GLfloat invymat[16] = {
2655 1.0f, 0.0f, 0.0f, 0.0f,
2656 0.0f, -1.0f, 0.0f, 0.0f,
2657 0.0f, 0.0f, 1.0f, 0.0f,
2658 0.0f, 0.0f, 0.0f, 1.0f};
2660 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2661 glMatrixMode(GL_PROJECTION);
2662 checkGLcall("glMatrixMode(GL_PROJECTION)");
2663 glLoadIdentity();
2664 checkGLcall("glLoadIdentity");
2666 if(context->last_was_rhw) {
2667 double X, Y, height, width, minZ, maxZ;
2669 X = stateblock->viewport.X;
2670 Y = stateblock->viewport.Y;
2671 height = stateblock->viewport.Height;
2672 width = stateblock->viewport.Width;
2673 minZ = stateblock->viewport.MinZ;
2674 maxZ = stateblock->viewport.MaxZ;
2676 if(!stateblock->wineD3DDevice->untransformed) {
2677 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2678 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2679 * suppress depth clipping. This can be done because it is an orthogonal projection and
2680 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
2681 * Persia 3D need this.
2683 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
2684 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
2685 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
2686 * to the viewer.
2688 * Also note that this breaks z comparison against z values filled in with clear,
2689 * but no app depending on that and disabled clipping has been found yet. Comparing
2690 * primitives against themselves works, so the Z buffer is still intact for normal hidden
2691 * surface removal.
2693 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
2694 * but this would break Z buffer operation. Raising the range to something less than
2695 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
2696 * problem either.
2698 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2699 if(stateblock->wineD3DDevice->render_offscreen) {
2700 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2701 } else {
2702 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2704 } else {
2705 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2706 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2707 * unmodified to opengl.
2709 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2710 * replacement shader.
2712 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2713 if(stateblock->wineD3DDevice->render_offscreen) {
2714 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
2715 } else {
2716 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
2719 checkGLcall("glOrtho");
2721 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
2722 glTranslatef(0.5, 0.5, 0);
2723 checkGLcall("glTranslatef(0.5, 0.5, 0)");
2724 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2725 * render everything upside down when rendering offscreen. */
2726 if (stateblock->wineD3DDevice->render_offscreen) {
2727 glMultMatrixf(invymat);
2728 checkGLcall("glMultMatrixf(invymat)");
2730 } else {
2731 /* The rule is that the window coordinate 0 does not correspond to the
2732 beginning of the first pixel, but the center of the first pixel.
2733 As a consequence if you want to correctly draw one line exactly from
2734 the left to the right end of the viewport (with all matrices set to
2735 be identity), the x coords of both ends of the line would be not
2736 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2737 instead.
2739 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
2740 divide by the Width/Height, so we need the half range(1.0) to translate by
2741 half a pixel.
2743 The other fun is that d3d's output z range after the transformation is [0;1],
2744 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
2745 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
2746 of Z buffer precision and the clear values do not match in the z test. Thus scale
2747 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
2749 glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
2750 checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
2751 glScalef(1.0, 1.0, 2.0);
2753 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2754 * render everything upside down when rendering offscreen. */
2755 if (stateblock->wineD3DDevice->render_offscreen) {
2756 glMultMatrixf(invymat);
2757 checkGLcall("glMultMatrixf(invymat)");
2759 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2760 checkGLcall("glLoadMatrixf");
2764 /* This should match any arrays loaded in loadVertexData.
2765 * stateblock impl is required for GL_SUPPORT
2766 * TODO: Only load / unload arrays if we have to.
2768 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2769 glDisableClientState(GL_VERTEX_ARRAY);
2770 glDisableClientState(GL_NORMAL_ARRAY);
2771 glDisableClientState(GL_COLOR_ARRAY);
2772 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2773 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2775 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2776 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2777 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2778 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2780 unloadTexCoords(stateblock);
2783 /* This should match any arrays loaded in loadNumberedArrays
2784 * TODO: Only load / unload arrays if we have to.
2786 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2787 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2788 GLint maxAttribs;
2789 int i;
2791 /* Leave all the attribs disabled */
2792 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2793 /* MESA does not support it right not */
2794 if (glGetError() != GL_NO_ERROR)
2795 maxAttribs = 16;
2796 for (i = 0; i < maxAttribs; ++i) {
2797 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2798 checkGLcall("glDisableVertexAttribArrayARB(reg);");
2802 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2803 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2804 int i;
2805 UINT *offset = stateblock->streamOffset;
2807 /* Default to no instancing */
2808 stateblock->wineD3DDevice->instancedDraw = FALSE;
2810 for (i = 0; i < MAX_ATTRIBS; i++) {
2812 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2813 continue;
2815 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2816 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2817 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2818 stateblock->wineD3DDevice->instancedDraw = TRUE;
2819 continue;
2822 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2824 if(strided->u.input[i].dwStride) {
2825 if(curVBO != strided->u.input[i].VBO) {
2826 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2827 checkGLcall("glBindBufferARB");
2828 curVBO = strided->u.input[i].VBO;
2830 GL_EXTCALL(glVertexAttribPointerARB(i,
2831 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2832 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2833 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2834 strided->u.input[i].dwStride,
2835 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2836 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2837 } else {
2838 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2839 * set up the attribute statically. But we have to figure out the system memory address.
2841 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2842 if(strided->u.input[i].VBO) {
2843 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2844 ptr += (long) vb->resource.allocatedMemory;
2846 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2848 switch(strided->u.input[i].dwType) {
2849 case WINED3DDECLTYPE_FLOAT1:
2850 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2851 break;
2852 case WINED3DDECLTYPE_FLOAT2:
2853 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2854 break;
2855 case WINED3DDECLTYPE_FLOAT3:
2856 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2857 break;
2858 case WINED3DDECLTYPE_FLOAT4:
2859 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2860 break;
2862 case WINED3DDECLTYPE_UBYTE4:
2863 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2864 break;
2865 case WINED3DDECLTYPE_UBYTE4N:
2866 case WINED3DDECLTYPE_D3DCOLOR:
2867 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2868 break;
2870 case WINED3DDECLTYPE_SHORT2:
2871 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2872 break;
2873 case WINED3DDECLTYPE_SHORT4:
2874 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2875 break;
2877 case WINED3DDECLTYPE_SHORT2N:
2879 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2880 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2881 break;
2883 case WINED3DDECLTYPE_USHORT2N:
2885 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2886 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2887 break;
2889 case WINED3DDECLTYPE_SHORT4N:
2890 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2891 break;
2892 case WINED3DDECLTYPE_USHORT4N:
2893 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2894 break;
2896 case WINED3DDECLTYPE_UDEC3:
2897 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2898 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2899 break;
2900 case WINED3DDECLTYPE_DEC3N:
2901 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2902 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2903 break;
2905 case WINED3DDECLTYPE_FLOAT16_2:
2906 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2907 * byte float according to the IEEE standard
2909 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2910 break;
2911 case WINED3DDECLTYPE_FLOAT16_4:
2912 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2913 break;
2915 case WINED3DDECLTYPE_UNUSED:
2916 default:
2917 ERR("Unexpected declaration in stride 0 attributes\n");
2918 break;
2925 /* Used from 2 different functions, and too big to justify making it inlined */
2926 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2927 UINT *offset = stateblock->streamOffset;
2928 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2930 TRACE("Using fast vertex array code\n");
2932 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2933 stateblock->wineD3DDevice->instancedDraw = FALSE;
2935 /* Blend Data ---------------------------------------------- */
2936 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2937 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2939 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2940 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2941 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2943 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2944 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2946 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2948 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2949 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2950 sd->u.s.blendWeights.dwStride,
2951 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2953 if(curVBO != sd->u.s.blendWeights.VBO) {
2954 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2955 checkGLcall("glBindBufferARB");
2956 curVBO = sd->u.s.blendWeights.VBO;
2959 GL_EXTCALL(glWeightPointerARB)(
2960 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2961 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2962 sd->u.s.blendWeights.dwStride,
2963 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2965 checkGLcall("glWeightPointerARB");
2967 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2968 static BOOL showfixme = TRUE;
2969 if(showfixme){
2970 FIXME("blendMatrixIndices support\n");
2971 showfixme = FALSE;
2974 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2975 /* FIXME("TODO\n");*/
2976 #if 0
2978 GL_EXTCALL(glVertexWeightPointerEXT)(
2979 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2980 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2981 sd->u.s.blendWeights.dwStride,
2982 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2983 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2984 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2985 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2986 #endif
2988 } else {
2989 /* TODO: support blends in drawStridedSlow
2990 * No need to write a FIXME here, this is done after the general vertex decl decoding
2992 WARN("unsupported blending in openGl\n");
2994 } else {
2995 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2996 static const GLbyte one = 1;
2997 GL_EXTCALL(glWeightbvARB(1, &one));
2998 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
3002 #if 0 /* FOG ----------------------------------------------*/
3003 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
3004 /* TODO: fog*/
3005 if (GL_SUPPORT(EXT_FOG_COORD) {
3006 glEnableClientState(GL_FOG_COORDINATE_EXT);
3007 (GL_EXTCALL)(FogCoordPointerEXT)(
3008 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
3009 sd->u.s.fog.dwStride,
3010 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
3011 } else {
3012 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
3013 /* FIXME: fixme once */
3014 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
3016 } else {
3017 if (GL_SUPPRT(EXT_FOR_COORD) {
3018 /* make sure fog is disabled */
3019 glDisableClientState(GL_FOG_COORDINATE_EXT);
3022 #endif
3024 #if 0 /* tangents ----------------------------------------------*/
3025 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
3026 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3027 /* TODO: tangents*/
3028 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3029 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
3030 glEnable(GL_TANGENT_ARRAY_EXT);
3031 (GL_EXTCALL)(TangentPointerEXT)(
3032 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
3033 sd->u.s.tangent.dwStride,
3034 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
3035 } else {
3036 glDisable(GL_TANGENT_ARRAY_EXT);
3038 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3039 glEnable(GL_BINORMAL_ARRAY_EXT);
3040 (GL_EXTCALL)(BinormalPointerEXT)(
3041 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
3042 sd->u.s.binormal.dwStride,
3043 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
3044 } else{
3045 glDisable(GL_BINORMAL_ARRAY_EXT);
3048 } else {
3049 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
3050 /* FIXME: fixme once */
3051 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
3053 } else {
3054 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3055 /* make sure fog is disabled */
3056 glDisable(GL_TANGENT_ARRAY_EXT);
3057 glDisable(GL_BINORMAL_ARRAY_EXT);
3060 #endif
3062 /* Point Size ----------------------------------------------*/
3063 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
3065 /* no such functionality in the fixed function GL pipeline */
3066 TRACE("Cannot change ptSize here in openGl\n");
3067 /* TODO: Implement this function in using shaders if they are available */
3071 /* Vertex Pointers -----------------------------------------*/
3072 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
3073 /* Note dwType == float3 or float4 == 2 or 3 */
3074 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
3075 sd->u.s.position.dwStride,
3076 sd->u.s.position.dwType + 1,
3077 sd->u.s.position.lpData));
3079 if(curVBO != sd->u.s.position.VBO) {
3080 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
3081 checkGLcall("glBindBufferARB");
3082 curVBO = sd->u.s.position.VBO;
3085 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
3086 handling for rhw mode should not impact screen position whereas in GL it does.
3087 This may result in very slightly distored textures in rhw mode, but
3088 a very minimal different. There's always the other option of
3089 fixing the view matrix to prevent w from having any effect
3091 This only applies to user pointer sources, in VBOs the vertices are fixed up
3093 if(sd->u.s.position.VBO == 0) {
3094 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
3095 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3096 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3097 } else {
3098 glVertexPointer(
3099 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
3100 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3101 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3103 checkGLcall("glVertexPointer(...)");
3104 glEnableClientState(GL_VERTEX_ARRAY);
3105 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
3108 /* Normals -------------------------------------------------*/
3109 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
3110 /* Note dwType == float3 or float4 == 2 or 3 */
3111 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
3112 sd->u.s.normal.dwStride,
3113 sd->u.s.normal.lpData));
3114 if(curVBO != sd->u.s.normal.VBO) {
3115 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
3116 checkGLcall("glBindBufferARB");
3117 curVBO = sd->u.s.normal.VBO;
3119 glNormalPointer(
3120 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
3121 sd->u.s.normal.dwStride,
3122 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
3123 checkGLcall("glNormalPointer(...)");
3124 glEnableClientState(GL_NORMAL_ARRAY);
3125 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
3127 } else {
3128 glNormal3f(0, 0, 0);
3129 checkGLcall("glNormal3f(0, 0, 0)");
3132 /* Diffuse Colour --------------------------------------------*/
3133 /* WARNING: Data here MUST be in RGBA format, so cannot */
3134 /* go directly into fast mode from app pgm, because */
3135 /* directx requires data in BGRA format. */
3136 /* currently fixupVertices swizels the format, but this isn't */
3137 /* very practical when using VBOS */
3138 /* NOTE: Unless we write a vertex shader to swizel the colour */
3139 /* , or the user doesn't care and wants the speed advantage */
3141 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
3142 /* Note dwType == float3 or float4 == 2 or 3 */
3143 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3144 sd->u.s.diffuse.dwStride,
3145 sd->u.s.diffuse.lpData));
3147 if(curVBO != sd->u.s.diffuse.VBO) {
3148 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
3149 checkGLcall("glBindBufferARB");
3150 curVBO = sd->u.s.diffuse.VBO;
3152 glColorPointer(4, GL_UNSIGNED_BYTE,
3153 sd->u.s.diffuse.dwStride,
3154 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3155 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3156 glEnableClientState(GL_COLOR_ARRAY);
3157 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3159 } else {
3160 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3161 checkGLcall("glColor4f(1, 1, 1, 1)");
3164 /* Specular Colour ------------------------------------------*/
3165 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3166 TRACE("setting specular colour\n");
3167 /* Note dwType == float3 or float4 == 2 or 3 */
3168 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3169 sd->u.s.specular.dwStride,
3170 sd->u.s.specular.lpData));
3171 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3172 if(curVBO != sd->u.s.specular.VBO) {
3173 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3174 checkGLcall("glBindBufferARB");
3175 curVBO = sd->u.s.specular.VBO;
3177 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
3178 sd->u.s.specular.dwStride,
3179 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3180 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3181 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3182 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3183 } else {
3185 /* Missing specular color is not critical, no warnings */
3186 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3189 } else {
3190 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3191 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3192 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3193 } else {
3195 /* Missing specular color is not critical, no warnings */
3196 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3200 /* Texture coords -------------------------------------------*/
3201 loadTexCoords(stateblock, sd, &curVBO);
3204 static inline void drawPrimitiveTraceDataLocations(
3205 WineDirect3DVertexStridedData *dataLocations) {
3207 /* Dump out what parts we have supplied */
3208 TRACE("Strided Data:\n");
3209 TRACE_STRIDED((dataLocations), position);
3210 TRACE_STRIDED((dataLocations), blendWeights);
3211 TRACE_STRIDED((dataLocations), blendMatrixIndices);
3212 TRACE_STRIDED((dataLocations), normal);
3213 TRACE_STRIDED((dataLocations), pSize);
3214 TRACE_STRIDED((dataLocations), diffuse);
3215 TRACE_STRIDED((dataLocations), specular);
3216 TRACE_STRIDED((dataLocations), texCoords[0]);
3217 TRACE_STRIDED((dataLocations), texCoords[1]);
3218 TRACE_STRIDED((dataLocations), texCoords[2]);
3219 TRACE_STRIDED((dataLocations), texCoords[3]);
3220 TRACE_STRIDED((dataLocations), texCoords[4]);
3221 TRACE_STRIDED((dataLocations), texCoords[5]);
3222 TRACE_STRIDED((dataLocations), texCoords[6]);
3223 TRACE_STRIDED((dataLocations), texCoords[7]);
3224 TRACE_STRIDED((dataLocations), position2);
3225 TRACE_STRIDED((dataLocations), normal2);
3226 TRACE_STRIDED((dataLocations), tangent);
3227 TRACE_STRIDED((dataLocations), binormal);
3228 TRACE_STRIDED((dataLocations), tessFactor);
3229 TRACE_STRIDED((dataLocations), fog);
3230 TRACE_STRIDED((dataLocations), depth);
3231 TRACE_STRIDED((dataLocations), sample);
3233 return;
3236 /* Helper for vertexdeclaration() */
3237 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3238 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3239 BOOL fixup = FALSE;
3240 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3242 if(device->up_strided) {
3243 /* Note: this is a ddraw fixed-function code path */
3244 TRACE("================ Strided Input ===================\n");
3245 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3247 if(TRACE_ON(d3d)) {
3248 drawPrimitiveTraceDataLocations(dataLocations);
3250 } else {
3251 /* Note: This is a fixed function or shader codepath.
3252 * This means it must handle both types of strided data.
3253 * Shaders must go through here to zero the strided data, even if they
3254 * don't set any declaration at all
3256 TRACE("================ Vertex Declaration ===================\n");
3257 memset(dataLocations, 0, sizeof(*dataLocations));
3258 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3259 useVertexShaderFunction, dataLocations, &fixup);
3262 if (dataLocations->u.s.position_transformed) {
3263 useVertexShaderFunction = FALSE;
3266 /* Unload the old arrays before loading the new ones to get old junk out */
3267 if(context->numberedArraysLoaded) {
3268 unloadNumberedArrays(stateblock);
3269 context->numberedArraysLoaded = FALSE;
3271 if(context->namedArraysLoaded) {
3272 unloadVertexData(stateblock);
3273 context->namedArraysLoaded = FALSE;
3276 if(useVertexShaderFunction) {
3277 TRACE("Loading numbered arrays\n");
3278 loadNumberedArrays(stateblock, dataLocations);
3279 device->useDrawStridedSlow = FALSE;
3280 context->numberedArraysLoaded = TRUE;
3281 } else if (fixup ||
3282 (dataLocations->u.s.pSize.lpData == NULL &&
3283 dataLocations->u.s.diffuse.lpData == NULL &&
3284 dataLocations->u.s.specular.lpData == NULL)) {
3285 /* Load the vertex data using named arrays */
3286 TRACE("Loading vertex data\n");
3287 loadVertexData(stateblock, dataLocations);
3288 device->useDrawStridedSlow = FALSE;
3289 context->namedArraysLoaded = TRUE;
3290 } else {
3291 TRACE("Not loading vertex data\n");
3292 device->useDrawStridedSlow = TRUE;
3295 /* Generate some fixme's if unsupported functionality is being used */
3296 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3297 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3298 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3299 FIXME("Tweening is only valid with vertex shaders\n");
3301 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3302 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3304 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3305 FIXME("Extended attributes are only valid with vertex shaders\n");
3307 #undef BUFFER_OR_DATA
3310 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3311 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3312 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3313 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3314 BOOL transformed;
3315 /* Some stuff is in the device until we have per context tracking */
3316 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3317 BOOL wasrhw = context->last_was_rhw;
3319 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3320 * here simply check whether a shader was set, or the user disabled shaders
3322 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3323 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3324 useVertexShaderFunction = TRUE;
3326 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3327 updateFog = TRUE;
3329 } else if(context->last_was_foggy_shader) {
3330 updateFog = TRUE;
3333 handleStreams(stateblock, useVertexShaderFunction, context);
3335 transformed = device->strided_streams.u.s.position_transformed;
3336 if (transformed) useVertexShaderFunction = FALSE;
3338 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3339 updateFog = TRUE;
3342 /* Reapply lighting if it is not scheduled for reapplication already */
3343 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3344 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3347 if (transformed) {
3348 context->last_was_rhw = TRUE;
3349 } else {
3351 /* Untransformed, so relies on the view and projection matrices */
3352 context->last_was_rhw = FALSE;
3353 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3354 device->untransformed = TRUE;
3356 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3357 * Not needed as long as only hw shaders are supported
3360 /* This sets the shader output position correction constants.
3361 * TODO: Move to the viewport state
3363 if (useVertexShaderFunction) {
3364 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3368 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3369 * off this function will be called again anyway to make sure they're properly set
3371 if(!useVertexShaderFunction) {
3372 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3373 * or transformed / untransformed was switched
3375 if(wasrhw != context->last_was_rhw &&
3376 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3377 !isStateDirty(context, STATE_VIEWPORT)) {
3378 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3380 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3381 * mode.
3383 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3384 * this check will fail and the matrix not applied again. This is OK because a simple
3385 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3386 * needs of the vertex declaration.
3388 * World and view matrix go into the same gl matrix, so only apply them when neither is
3389 * dirty
3391 if(transformed != wasrhw &&
3392 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3393 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3394 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3397 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3398 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3401 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3402 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3404 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
3405 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
3407 } else {
3408 /* We compile the shader here because we need the vertex declaration
3409 * in order to determine if we need to do any swizzling for D3DCOLOR
3410 * registers. If the shader is already compiled this call will do nothing. */
3411 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3413 if(!context->last_was_vshader) {
3414 int i;
3415 static BOOL warned = FALSE;
3416 /* Disable all clip planes to get defined results on all drivers. See comment in the
3417 * state_clipping state handler
3419 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3420 glDisable(GL_CLIP_PLANE0 + i);
3421 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3424 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3425 FIXME("Clipping not supported with vertex shaders\n");
3426 warned = TRUE;
3431 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3432 * application
3434 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3435 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3437 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3438 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3442 context->last_was_vshader = useVertexShaderFunction;
3444 if(updateFog) {
3445 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3447 if(!useVertexShaderFunction) {
3448 int i;
3449 for(i = 0; i < MAX_TEXTURES; i++) {
3450 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
3451 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
3457 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3458 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3459 checkGLcall("glDepthRange");
3460 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3462 if(stateblock->wineD3DDevice->render_offscreen) {
3463 glViewport(stateblock->viewport.X,
3464 stateblock->viewport.Y,
3465 stateblock->viewport.Width, stateblock->viewport.Height);
3466 } else {
3467 glViewport(stateblock->viewport.X,
3468 (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3469 stateblock->viewport.Width, stateblock->viewport.Height);
3472 checkGLcall("glViewport");
3474 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
3475 stateblock->wineD3DDevice->posFixup[3] = -1.0 / stateblock->viewport.Height;
3476 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3477 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3479 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
3480 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
3484 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3485 UINT Index = state - STATE_ACTIVELIGHT(0);
3486 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3488 if(!lightInfo) {
3489 glDisable(GL_LIGHT0 + Index);
3490 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3491 } else {
3492 float quad_att;
3493 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3495 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3496 glMatrixMode(GL_MODELVIEW);
3497 glPushMatrix();
3498 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3500 /* Diffuse: */
3501 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3502 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3503 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3504 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3505 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3506 checkGLcall("glLightfv");
3508 /* Specular */
3509 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3510 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3511 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3512 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3513 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3514 checkGLcall("glLightfv");
3516 /* Ambient */
3517 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3518 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3519 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3520 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3521 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3522 checkGLcall("glLightfv");
3524 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3525 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3526 } else {
3527 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3530 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3531 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3532 * Attenuation0 to NaN and crashes in the gl lib
3535 switch (lightInfo->OriginalParms.Type) {
3536 case WINED3DLIGHT_POINT:
3537 /* Position */
3538 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3539 checkGLcall("glLightfv");
3540 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3541 checkGLcall("glLightf");
3542 /* Attenuation - Are these right? guessing... */
3543 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3544 checkGLcall("glLightf");
3545 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3546 checkGLcall("glLightf");
3547 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3548 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3549 checkGLcall("glLightf");
3550 /* FIXME: Range */
3551 break;
3553 case WINED3DLIGHT_SPOT:
3554 /* Position */
3555 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3556 checkGLcall("glLightfv");
3557 /* Direction */
3558 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3559 checkGLcall("glLightfv");
3560 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3561 checkGLcall("glLightf");
3562 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3563 checkGLcall("glLightf");
3564 /* Attenuation - Are these right? guessing... */
3565 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3566 checkGLcall("glLightf");
3567 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3568 checkGLcall("glLightf");
3569 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3570 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3571 checkGLcall("glLightf");
3572 /* FIXME: Range */
3573 break;
3575 case WINED3DLIGHT_DIRECTIONAL:
3576 /* Direction */
3577 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3578 checkGLcall("glLightfv");
3579 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3580 checkGLcall("glLightf");
3581 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3582 checkGLcall("glLightf");
3583 break;
3585 default:
3586 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3589 /* Restore the modelview matrix */
3590 glPopMatrix();
3592 glEnable(GL_LIGHT0 + Index);
3593 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3596 return;
3599 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3600 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0];
3601 RECT *pRect = &stateblock->scissorRect;
3602 RECT windowRect;
3603 UINT winHeight;
3605 GetClientRect(swapchain->win_handle, &windowRect);
3606 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3607 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3609 winHeight = windowRect.bottom - windowRect.top;
3610 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3611 pRect->right - pRect->left, pRect->bottom - pRect->top);
3613 if (stateblock->wineD3DDevice->render_offscreen) {
3614 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3615 } else {
3616 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3618 checkGLcall("glScissor");
3621 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3622 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3623 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3624 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3625 } else {
3626 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3627 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3632 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3633 if(stateblock->wineD3DDevice->render_offscreen) {
3634 glFrontFace(GL_CCW);
3635 checkGLcall("glFrontFace(GL_CCW)");
3636 } else {
3637 glFrontFace(GL_CW);
3638 checkGLcall("glFrontFace(GL_CW)");
3642 const struct StateEntry StateTable[] =
3644 /* State name representative, apply function */
3645 { /* 0, Undefined */ 0, state_undefined },
3646 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3647 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3648 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3649 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3650 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3651 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3652 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3653 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3654 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3655 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3656 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3657 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3658 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3659 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3660 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3661 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3662 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3663 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3664 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3665 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3666 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3667 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3668 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3669 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3670 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3671 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3672 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3673 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3674 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3675 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3676 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3677 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3678 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3679 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3680 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3681 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3682 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3683 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3684 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3685 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3686 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3687 { /* 42, undefined */ 0, state_undefined },
3688 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3689 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3690 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3691 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3692 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3693 { /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog },
3694 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3695 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3696 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3697 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3698 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3699 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3700 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3701 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3702 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3703 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3704 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3705 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3706 { /* 61, Undefined */ 0, state_undefined },
3707 { /* 62, Undefined */ 0, state_undefined },
3708 { /* 63, Undefined */ 0, state_undefined },
3709 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3710 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3711 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3712 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3713 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3714 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3715 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3716 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3717 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3718 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3719 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3720 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3721 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3722 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3723 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3724 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3725 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3726 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3727 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3728 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3729 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3730 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3731 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3732 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3733 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3734 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3735 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3736 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3737 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3738 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3739 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3740 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3741 { /* 96, Undefined */ 0, state_undefined },
3742 { /* 97, Undefined */ 0, state_undefined },
3743 { /* 98, Undefined */ 0, state_undefined },
3744 { /* 99, Undefined */ 0, state_undefined },
3745 { /*100, Undefined */ 0, state_undefined },
3746 { /*101, Undefined */ 0, state_undefined },
3747 { /*102, Undefined */ 0, state_undefined },
3748 { /*103, Undefined */ 0, state_undefined },
3749 { /*104, Undefined */ 0, state_undefined },
3750 { /*105, Undefined */ 0, state_undefined },
3751 { /*106, Undefined */ 0, state_undefined },
3752 { /*107, Undefined */ 0, state_undefined },
3753 { /*108, Undefined */ 0, state_undefined },
3754 { /*109, Undefined */ 0, state_undefined },
3755 { /*110, Undefined */ 0, state_undefined },
3756 { /*111, Undefined */ 0, state_undefined },
3757 { /*112, Undefined */ 0, state_undefined },
3758 { /*113, Undefined */ 0, state_undefined },
3759 { /*114, Undefined */ 0, state_undefined },
3760 { /*115, Undefined */ 0, state_undefined },
3761 { /*116, Undefined */ 0, state_undefined },
3762 { /*117, Undefined */ 0, state_undefined },
3763 { /*118, Undefined */ 0, state_undefined },
3764 { /*119, Undefined */ 0, state_undefined },
3765 { /*120, Undefined */ 0, state_undefined },
3766 { /*121, Undefined */ 0, state_undefined },
3767 { /*122, Undefined */ 0, state_undefined },
3768 { /*123, Undefined */ 0, state_undefined },
3769 { /*124, Undefined */ 0, state_undefined },
3770 { /*125, Undefined */ 0, state_undefined },
3771 { /*126, Undefined */ 0, state_undefined },
3772 { /*127, Undefined */ 0, state_undefined },
3773 /* Big hole ends */
3774 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3775 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3776 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3777 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3778 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3779 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3780 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3781 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3782 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3783 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3784 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3785 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3786 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3787 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3788 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3789 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3790 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3791 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3792 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3793 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3794 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3795 { /*149, Undefined */ 0, state_undefined },
3796 { /*150, Undefined */ 0, state_undefined },
3797 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
3798 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3799 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3800 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3801 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3802 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3803 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3804 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3805 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3806 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3807 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3808 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3809 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3810 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3811 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3812 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3813 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3814 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3815 { /*169, Undefined */ 0, state_undefined },
3816 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3817 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3818 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3819 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3820 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3821 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3822 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3823 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3824 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3825 { /*177, undefined */ 0, state_undefined },
3826 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3827 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3828 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3829 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3830 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3831 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3832 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3833 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3834 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3835 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3836 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3837 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3838 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3839 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3840 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3841 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3842 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_PIXELSHADER, pixelshader },
3843 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3844 { /*196, undefined */ 0, state_undefined },
3845 { /*197, undefined */ 0, state_undefined },
3846 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3847 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3848 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3849 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3850 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3851 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3852 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3853 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3854 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3855 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3856 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3857 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3858 /* Texture stage states */
3859 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3860 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3861 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3862 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3863 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3864 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3865 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3866 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3867 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3868 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3869 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3870 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3871 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3872 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3873 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3874 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3875 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3876 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3877 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3878 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3879 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3880 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3881 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3882 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3883 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3884 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3885 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3886 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3887 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3888 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3889 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3890 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3892 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3893 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3894 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3895 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3896 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3897 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3898 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3899 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3900 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3901 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3902 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3903 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3904 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3905 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3906 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3907 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3908 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3909 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3910 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3911 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3912 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3913 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3914 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3915 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3916 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3917 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3918 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3919 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
3920 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3921 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3922 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3923 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3925 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3926 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3927 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3928 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3929 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3930 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3931 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3932 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3933 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3934 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3935 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3936 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3937 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3938 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3939 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3940 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3941 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3942 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3943 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3944 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3945 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3946 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3947 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3948 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3949 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3950 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3951 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3952 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
3953 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3954 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3955 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3956 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3958 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3959 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3960 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3961 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3962 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3963 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3964 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3965 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3966 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3967 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3968 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3969 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3970 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3971 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3972 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3973 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3974 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3975 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3976 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3977 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3978 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3979 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3980 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3981 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
3982 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3983 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3984 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3985 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
3986 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3987 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3988 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3989 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3991 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3992 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3993 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
3994 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3995 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3996 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
3997 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3998 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3999 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4000 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4001 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4002 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4003 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4004 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4005 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4006 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4007 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4008 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4009 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4010 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4011 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4012 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4013 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4014 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4015 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4016 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4017 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4018 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
4019 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4020 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4021 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4022 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4024 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4025 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4026 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4027 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4028 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4029 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4030 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4031 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4032 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4033 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4034 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4035 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4036 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4037 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4038 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4039 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4040 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4041 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4042 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4043 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4044 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4045 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4046 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4047 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4048 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4049 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4050 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4051 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
4052 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4053 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4054 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4055 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4057 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4058 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4059 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4060 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4061 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4062 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4063 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4064 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4065 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4066 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4067 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4068 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4069 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4070 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4071 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4072 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4073 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4074 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4075 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4076 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4077 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4078 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4079 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4080 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4081 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4082 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4083 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4084 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
4085 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4086 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4087 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4088 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4090 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4091 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4092 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4093 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4094 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4095 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4096 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4097 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4098 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4099 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4100 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4101 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4102 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4103 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4104 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4105 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4106 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4107 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4108 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4109 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4110 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4111 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4112 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4113 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4114 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4115 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4116 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4117 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
4118 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4119 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4120 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4121 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4122 /* Sampler states */
4123 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
4124 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
4125 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
4126 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
4127 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
4128 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
4129 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
4130 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
4131 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
4132 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
4133 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
4134 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
4135 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
4136 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
4137 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
4138 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
4139 { /*16, Vertex sampler 0 */ STATE_SAMPLER(16), sampler },
4140 { /*17, Vertex sampler 1 */ STATE_SAMPLER(17), sampler },
4141 { /*18, Vertex sampler 2 */ STATE_SAMPLER(18), sampler },
4142 { /*19, Vertex sampler 3 */ STATE_SAMPLER(19), sampler },
4143 /* Pixel shader */
4144 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
4145 /* Transform states follow */
4146 { /* 1, undefined */ 0, state_undefined },
4147 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
4148 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
4149 { /* 4, undefined */ 0, state_undefined },
4150 { /* 5, undefined */ 0, state_undefined },
4151 { /* 6, undefined */ 0, state_undefined },
4152 { /* 7, undefined */ 0, state_undefined },
4153 { /* 8, undefined */ 0, state_undefined },
4154 { /* 9, undefined */ 0, state_undefined },
4155 { /* 10, undefined */ 0, state_undefined },
4156 { /* 11, undefined */ 0, state_undefined },
4157 { /* 12, undefined */ 0, state_undefined },
4158 { /* 13, undefined */ 0, state_undefined },
4159 { /* 14, undefined */ 0, state_undefined },
4160 { /* 15, undefined */ 0, state_undefined },
4161 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
4162 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4163 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4164 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4165 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4166 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4167 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4168 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4169 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
4170 { /* 24, undefined */ 0, state_undefined },
4171 { /* 25, undefined */ 0, state_undefined },
4172 { /* 26, undefined */ 0, state_undefined },
4173 { /* 27, undefined */ 0, state_undefined },
4174 { /* 28, undefined */ 0, state_undefined },
4175 { /* 29, undefined */ 0, state_undefined },
4176 { /* 30, undefined */ 0, state_undefined },
4177 { /* 31, undefined */ 0, state_undefined },
4178 { /* 32, undefined */ 0, state_undefined },
4179 { /* 33, undefined */ 0, state_undefined },
4180 { /* 34, undefined */ 0, state_undefined },
4181 { /* 35, undefined */ 0, state_undefined },
4182 { /* 36, undefined */ 0, state_undefined },
4183 { /* 37, undefined */ 0, state_undefined },
4184 { /* 38, undefined */ 0, state_undefined },
4185 { /* 39, undefined */ 0, state_undefined },
4186 { /* 40, undefined */ 0, state_undefined },
4187 { /* 41, undefined */ 0, state_undefined },
4188 { /* 42, undefined */ 0, state_undefined },
4189 { /* 43, undefined */ 0, state_undefined },
4190 { /* 44, undefined */ 0, state_undefined },
4191 { /* 45, undefined */ 0, state_undefined },
4192 { /* 46, undefined */ 0, state_undefined },
4193 { /* 47, undefined */ 0, state_undefined },
4194 { /* 48, undefined */ 0, state_undefined },
4195 { /* 49, undefined */ 0, state_undefined },
4196 { /* 50, undefined */ 0, state_undefined },
4197 { /* 51, undefined */ 0, state_undefined },
4198 { /* 52, undefined */ 0, state_undefined },
4199 { /* 53, undefined */ 0, state_undefined },
4200 { /* 54, undefined */ 0, state_undefined },
4201 { /* 55, undefined */ 0, state_undefined },
4202 { /* 56, undefined */ 0, state_undefined },
4203 { /* 57, undefined */ 0, state_undefined },
4204 { /* 58, undefined */ 0, state_undefined },
4205 { /* 59, undefined */ 0, state_undefined },
4206 { /* 60, undefined */ 0, state_undefined },
4207 { /* 61, undefined */ 0, state_undefined },
4208 { /* 62, undefined */ 0, state_undefined },
4209 { /* 63, undefined */ 0, state_undefined },
4210 { /* 64, undefined */ 0, state_undefined },
4211 { /* 65, undefined */ 0, state_undefined },
4212 { /* 66, undefined */ 0, state_undefined },
4213 { /* 67, undefined */ 0, state_undefined },
4214 { /* 68, undefined */ 0, state_undefined },
4215 { /* 69, undefined */ 0, state_undefined },
4216 { /* 70, undefined */ 0, state_undefined },
4217 { /* 71, undefined */ 0, state_undefined },
4218 { /* 72, undefined */ 0, state_undefined },
4219 { /* 73, undefined */ 0, state_undefined },
4220 { /* 74, undefined */ 0, state_undefined },
4221 { /* 75, undefined */ 0, state_undefined },
4222 { /* 76, undefined */ 0, state_undefined },
4223 { /* 77, undefined */ 0, state_undefined },
4224 { /* 78, undefined */ 0, state_undefined },
4225 { /* 79, undefined */ 0, state_undefined },
4226 { /* 80, undefined */ 0, state_undefined },
4227 { /* 81, undefined */ 0, state_undefined },
4228 { /* 82, undefined */ 0, state_undefined },
4229 { /* 83, undefined */ 0, state_undefined },
4230 { /* 84, undefined */ 0, state_undefined },
4231 { /* 85, undefined */ 0, state_undefined },
4232 { /* 86, undefined */ 0, state_undefined },
4233 { /* 87, undefined */ 0, state_undefined },
4234 { /* 88, undefined */ 0, state_undefined },
4235 { /* 89, undefined */ 0, state_undefined },
4236 { /* 90, undefined */ 0, state_undefined },
4237 { /* 91, undefined */ 0, state_undefined },
4238 { /* 92, undefined */ 0, state_undefined },
4239 { /* 93, undefined */ 0, state_undefined },
4240 { /* 94, undefined */ 0, state_undefined },
4241 { /* 95, undefined */ 0, state_undefined },
4242 { /* 96, undefined */ 0, state_undefined },
4243 { /* 97, undefined */ 0, state_undefined },
4244 { /* 98, undefined */ 0, state_undefined },
4245 { /* 99, undefined */ 0, state_undefined },
4246 { /*100, undefined */ 0, state_undefined },
4247 { /*101, undefined */ 0, state_undefined },
4248 { /*102, undefined */ 0, state_undefined },
4249 { /*103, undefined */ 0, state_undefined },
4250 { /*104, undefined */ 0, state_undefined },
4251 { /*105, undefined */ 0, state_undefined },
4252 { /*106, undefined */ 0, state_undefined },
4253 { /*107, undefined */ 0, state_undefined },
4254 { /*108, undefined */ 0, state_undefined },
4255 { /*109, undefined */ 0, state_undefined },
4256 { /*110, undefined */ 0, state_undefined },
4257 { /*111, undefined */ 0, state_undefined },
4258 { /*112, undefined */ 0, state_undefined },
4259 { /*113, undefined */ 0, state_undefined },
4260 { /*114, undefined */ 0, state_undefined },
4261 { /*115, undefined */ 0, state_undefined },
4262 { /*116, undefined */ 0, state_undefined },
4263 { /*117, undefined */ 0, state_undefined },
4264 { /*118, undefined */ 0, state_undefined },
4265 { /*119, undefined */ 0, state_undefined },
4266 { /*120, undefined */ 0, state_undefined },
4267 { /*121, undefined */ 0, state_undefined },
4268 { /*122, undefined */ 0, state_undefined },
4269 { /*123, undefined */ 0, state_undefined },
4270 { /*124, undefined */ 0, state_undefined },
4271 { /*125, undefined */ 0, state_undefined },
4272 { /*126, undefined */ 0, state_undefined },
4273 { /*127, undefined */ 0, state_undefined },
4274 { /*128, undefined */ 0, state_undefined },
4275 { /*129, undefined */ 0, state_undefined },
4276 { /*130, undefined */ 0, state_undefined },
4277 { /*131, undefined */ 0, state_undefined },
4278 { /*132, undefined */ 0, state_undefined },
4279 { /*133, undefined */ 0, state_undefined },
4280 { /*134, undefined */ 0, state_undefined },
4281 { /*135, undefined */ 0, state_undefined },
4282 { /*136, undefined */ 0, state_undefined },
4283 { /*137, undefined */ 0, state_undefined },
4284 { /*138, undefined */ 0, state_undefined },
4285 { /*139, undefined */ 0, state_undefined },
4286 { /*140, undefined */ 0, state_undefined },
4287 { /*141, undefined */ 0, state_undefined },
4288 { /*142, undefined */ 0, state_undefined },
4289 { /*143, undefined */ 0, state_undefined },
4290 { /*144, undefined */ 0, state_undefined },
4291 { /*145, undefined */ 0, state_undefined },
4292 { /*146, undefined */ 0, state_undefined },
4293 { /*147, undefined */ 0, state_undefined },
4294 { /*148, undefined */ 0, state_undefined },
4295 { /*149, undefined */ 0, state_undefined },
4296 { /*150, undefined */ 0, state_undefined },
4297 { /*151, undefined */ 0, state_undefined },
4298 { /*152, undefined */ 0, state_undefined },
4299 { /*153, undefined */ 0, state_undefined },
4300 { /*154, undefined */ 0, state_undefined },
4301 { /*155, undefined */ 0, state_undefined },
4302 { /*156, undefined */ 0, state_undefined },
4303 { /*157, undefined */ 0, state_undefined },
4304 { /*158, undefined */ 0, state_undefined },
4305 { /*159, undefined */ 0, state_undefined },
4306 { /*160, undefined */ 0, state_undefined },
4307 { /*161, undefined */ 0, state_undefined },
4308 { /*162, undefined */ 0, state_undefined },
4309 { /*163, undefined */ 0, state_undefined },
4310 { /*164, undefined */ 0, state_undefined },
4311 { /*165, undefined */ 0, state_undefined },
4312 { /*166, undefined */ 0, state_undefined },
4313 { /*167, undefined */ 0, state_undefined },
4314 { /*168, undefined */ 0, state_undefined },
4315 { /*169, undefined */ 0, state_undefined },
4316 { /*170, undefined */ 0, state_undefined },
4317 { /*171, undefined */ 0, state_undefined },
4318 { /*172, undefined */ 0, state_undefined },
4319 { /*173, undefined */ 0, state_undefined },
4320 { /*174, undefined */ 0, state_undefined },
4321 { /*175, undefined */ 0, state_undefined },
4322 { /*176, undefined */ 0, state_undefined },
4323 { /*177, undefined */ 0, state_undefined },
4324 { /*178, undefined */ 0, state_undefined },
4325 { /*179, undefined */ 0, state_undefined },
4326 { /*180, undefined */ 0, state_undefined },
4327 { /*181, undefined */ 0, state_undefined },
4328 { /*182, undefined */ 0, state_undefined },
4329 { /*183, undefined */ 0, state_undefined },
4330 { /*184, undefined */ 0, state_undefined },
4331 { /*185, undefined */ 0, state_undefined },
4332 { /*186, undefined */ 0, state_undefined },
4333 { /*187, undefined */ 0, state_undefined },
4334 { /*188, undefined */ 0, state_undefined },
4335 { /*189, undefined */ 0, state_undefined },
4336 { /*190, undefined */ 0, state_undefined },
4337 { /*191, undefined */ 0, state_undefined },
4338 { /*192, undefined */ 0, state_undefined },
4339 { /*193, undefined */ 0, state_undefined },
4340 { /*194, undefined */ 0, state_undefined },
4341 { /*195, undefined */ 0, state_undefined },
4342 { /*196, undefined */ 0, state_undefined },
4343 { /*197, undefined */ 0, state_undefined },
4344 { /*198, undefined */ 0, state_undefined },
4345 { /*199, undefined */ 0, state_undefined },
4346 { /*200, undefined */ 0, state_undefined },
4347 { /*201, undefined */ 0, state_undefined },
4348 { /*202, undefined */ 0, state_undefined },
4349 { /*203, undefined */ 0, state_undefined },
4350 { /*204, undefined */ 0, state_undefined },
4351 { /*205, undefined */ 0, state_undefined },
4352 { /*206, undefined */ 0, state_undefined },
4353 { /*207, undefined */ 0, state_undefined },
4354 { /*208, undefined */ 0, state_undefined },
4355 { /*209, undefined */ 0, state_undefined },
4356 { /*210, undefined */ 0, state_undefined },
4357 { /*211, undefined */ 0, state_undefined },
4358 { /*212, undefined */ 0, state_undefined },
4359 { /*213, undefined */ 0, state_undefined },
4360 { /*214, undefined */ 0, state_undefined },
4361 { /*215, undefined */ 0, state_undefined },
4362 { /*216, undefined */ 0, state_undefined },
4363 { /*217, undefined */ 0, state_undefined },
4364 { /*218, undefined */ 0, state_undefined },
4365 { /*219, undefined */ 0, state_undefined },
4366 { /*220, undefined */ 0, state_undefined },
4367 { /*221, undefined */ 0, state_undefined },
4368 { /*222, undefined */ 0, state_undefined },
4369 { /*223, undefined */ 0, state_undefined },
4370 { /*224, undefined */ 0, state_undefined },
4371 { /*225, undefined */ 0, state_undefined },
4372 { /*226, undefined */ 0, state_undefined },
4373 { /*227, undefined */ 0, state_undefined },
4374 { /*228, undefined */ 0, state_undefined },
4375 { /*229, undefined */ 0, state_undefined },
4376 { /*230, undefined */ 0, state_undefined },
4377 { /*231, undefined */ 0, state_undefined },
4378 { /*232, undefined */ 0, state_undefined },
4379 { /*233, undefined */ 0, state_undefined },
4380 { /*234, undefined */ 0, state_undefined },
4381 { /*235, undefined */ 0, state_undefined },
4382 { /*236, undefined */ 0, state_undefined },
4383 { /*237, undefined */ 0, state_undefined },
4384 { /*238, undefined */ 0, state_undefined },
4385 { /*239, undefined */ 0, state_undefined },
4386 { /*240, undefined */ 0, state_undefined },
4387 { /*241, undefined */ 0, state_undefined },
4388 { /*242, undefined */ 0, state_undefined },
4389 { /*243, undefined */ 0, state_undefined },
4390 { /*244, undefined */ 0, state_undefined },
4391 { /*245, undefined */ 0, state_undefined },
4392 { /*246, undefined */ 0, state_undefined },
4393 { /*247, undefined */ 0, state_undefined },
4394 { /*248, undefined */ 0, state_undefined },
4395 { /*249, undefined */ 0, state_undefined },
4396 { /*250, undefined */ 0, state_undefined },
4397 { /*251, undefined */ 0, state_undefined },
4398 { /*252, undefined */ 0, state_undefined },
4399 { /*253, undefined */ 0, state_undefined },
4400 { /*254, undefined */ 0, state_undefined },
4401 { /*255, undefined */ 0, state_undefined },
4402 /* End huge gap */
4403 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4404 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4405 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4406 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4407 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4408 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4409 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4410 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4411 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4412 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4413 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4414 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4415 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4416 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4417 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4418 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4419 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4420 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4421 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4422 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4423 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4424 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4425 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4426 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4427 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4428 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4429 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4430 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4431 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4432 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4433 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4434 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4435 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4436 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4437 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4438 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4439 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4440 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4441 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4442 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4443 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4444 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4445 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4446 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4447 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4448 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4449 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4450 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4451 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4452 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4453 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4454 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4455 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4456 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4457 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4458 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4459 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4460 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4461 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4462 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4463 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4464 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4465 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4466 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4467 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4468 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4469 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4470 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4471 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4472 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4473 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4474 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4475 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4476 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4477 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4478 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4479 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4480 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4481 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4482 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4483 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4484 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4485 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4486 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4487 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4488 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4489 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4490 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4491 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4492 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4493 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4494 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4495 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4496 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4497 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4498 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4499 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4500 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4501 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4502 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4503 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4504 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4505 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4506 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4507 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4508 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4509 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4510 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4511 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4512 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4513 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4514 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4515 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4516 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4517 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4518 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4519 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4520 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4521 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4522 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4523 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4524 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4525 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4526 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4527 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4528 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4529 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4530 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4531 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4532 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4533 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4534 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4535 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4536 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4537 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4538 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4539 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4540 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4541 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4542 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4543 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4544 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4545 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4546 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4547 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4548 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4549 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4550 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4551 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4552 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4553 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4554 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4555 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4556 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4557 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4558 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4559 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4560 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4561 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4562 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4563 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4564 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4565 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4566 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4567 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4568 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4569 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4570 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4571 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4572 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4573 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4574 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4575 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4576 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4577 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4578 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4579 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4580 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4581 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4582 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4583 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4584 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4585 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4586 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4587 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4588 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4589 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4590 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4591 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4592 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4593 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4594 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4595 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4596 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4597 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4598 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4599 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4600 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4601 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4602 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4603 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4604 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4605 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4606 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4607 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4608 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4609 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4610 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4611 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4612 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4613 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4614 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4615 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4616 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4617 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4618 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4619 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4620 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4621 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4622 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4623 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4624 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4625 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4626 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4627 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4628 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4629 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4630 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4631 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4632 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4633 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4634 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4635 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4636 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4637 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4638 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4639 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4640 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4641 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4642 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4643 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4644 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4645 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4646 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4647 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4648 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4649 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4650 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4651 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4652 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4653 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4654 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4655 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4656 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4657 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4658 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4659 /* Various Vertex states follow */
4660 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4661 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4662 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4663 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4664 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4665 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4666 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4667 /* Lights */
4668 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4669 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4670 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4671 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4672 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4673 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4674 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4675 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4677 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4678 /* Clip planes */
4679 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4680 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4681 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4682 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4683 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4684 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4685 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4686 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4687 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4688 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4689 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4690 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4691 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4692 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4693 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4694 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4695 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4696 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4697 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4698 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4699 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4700 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4701 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4702 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4703 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4704 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4705 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4706 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4707 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4708 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4709 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4710 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },
4712 { /* STATE_MATERIAL */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
4713 { /* STATE_FRONTFACE */ STATE_FRONTFACE, frontface },