- remove some extraneous saving of the read buffer settings
[wine/multimedia.git] / dlls / ddraw / mesa.c
blob937a64721adeca74970fb50b07a7146e13bb1737
1 /* Direct3D Common functions
2 * Copyright (c) 1998 Lionel ULMER
4 * This file contains all MESA common code
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "config.h"
23 #include "windef.h"
24 #include "objbase.h"
25 #include "ddraw.h"
26 #include "d3d.h"
27 #include "wine/debug.h"
29 #include "mesa_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
33 GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState)
35 switch (dwRenderState) {
36 case D3DCMP_NEVER: return GL_NEVER;
37 case D3DCMP_LESS: return GL_LESS;
38 case D3DCMP_EQUAL: return GL_EQUAL;
39 case D3DCMP_LESSEQUAL: return GL_LEQUAL;
40 case D3DCMP_GREATER: return GL_GREATER;
41 case D3DCMP_NOTEQUAL: return GL_NOTEQUAL;
42 case D3DCMP_GREATEREQUAL: return GL_GEQUAL;
43 case D3DCMP_ALWAYS: return GL_ALWAYS;
44 default: ERR("Unexpected compare type %d !\n", dwRenderState);
46 return GL_ALWAYS;
49 GLenum convert_D3D_stencilop_to_GL(D3DSTENCILOP dwRenderState)
51 switch (dwRenderState) {
52 case D3DSTENCILOP_KEEP: return GL_KEEP;
53 case D3DSTENCILOP_ZERO: return GL_ZERO;
54 case D3DSTENCILOP_REPLACE: return GL_REPLACE;
55 case D3DSTENCILOP_INCRSAT: return GL_INCR;
56 case D3DSTENCILOP_DECRSAT: return GL_DECR;
57 case D3DSTENCILOP_INVERT: return GL_INVERT;
58 case D3DSTENCILOP_INCR: WARN("D3DSTENCILOP_INCR not properly handled !\n"); return GL_INCR;
59 case D3DSTENCILOP_DECR: WARN("D3DSTENCILOP_DECR not properly handled !\n"); return GL_DECR;
60 default: ERR("Unexpected compare type %d !\n", dwRenderState);
62 return GL_KEEP;
65 GLenum convert_D3D_blendop_to_GL(D3DBLEND dwRenderState)
67 switch ((D3DBLEND) dwRenderState) {
68 case D3DBLEND_ZERO: return GL_ZERO;
69 case D3DBLEND_ONE: return GL_ONE;
70 case D3DBLEND_SRCALPHA: return GL_SRC_ALPHA;
71 case D3DBLEND_INVSRCALPHA: return GL_ONE_MINUS_SRC_ALPHA;
72 case D3DBLEND_DESTALPHA: return GL_DST_ALPHA;
73 case D3DBLEND_INVDESTALPHA: return GL_ONE_MINUS_DST_ALPHA;
74 case D3DBLEND_DESTCOLOR: return GL_DST_COLOR;
75 case D3DBLEND_INVDESTCOLOR: return GL_ONE_MINUS_DST_COLOR;
76 case D3DBLEND_SRCALPHASAT: return GL_SRC_ALPHA_SATURATE;
77 case D3DBLEND_SRCCOLOR: return GL_SRC_COLOR;
78 case D3DBLEND_INVSRCCOLOR: return GL_ONE_MINUS_SRC_COLOR;
79 default: ERR("Unhandled blend mode %d !\n", dwRenderState); return GL_ZERO;
83 void set_render_state(IDirect3DDeviceImpl* This,
84 D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock)
86 DWORD dwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
87 IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
89 if (TRACE_ON(ddraw))
90 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
92 /* First, all the stipple patterns */
93 if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
94 (dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
95 ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType);
96 } else {
97 ENTER_GL();
99 /* All others state variables */
100 switch (dwRenderStateType) {
101 case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
102 IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState;
104 IDirect3DDevice7_SetTexture(ICOM_INTERFACE(This, IDirect3DDevice7),
106 ICOM_INTERFACE(tex, IDirectDrawSurface7));
107 } break;
109 case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */
110 case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */
111 case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */
112 D3DTEXTURESTAGESTATETYPE d3dTexStageStateType;
114 if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) d3dTexStageStateType = D3DTSS_ADDRESS;
115 else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) d3dTexStageStateType = D3DTSS_ADDRESSU;
116 else d3dTexStageStateType = D3DTSS_ADDRESSV;
118 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
119 0, d3dTexStageStateType,
120 dwRenderState);
121 } break;
123 case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
124 if (dwRenderState)
125 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
126 else
127 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
128 break;
130 case D3DRENDERSTATE_WRAPU: /* 5 */
131 case D3DRENDERSTATE_WRAPV: /* 6 */
132 case D3DRENDERSTATE_WRAP0: /* 128 */
133 case D3DRENDERSTATE_WRAP1: /* 129 */
134 case D3DRENDERSTATE_WRAP2: /* 130 */
135 case D3DRENDERSTATE_WRAP3: /* 131 */
136 case D3DRENDERSTATE_WRAP4: /* 132 */
137 case D3DRENDERSTATE_WRAP5: /* 133 */
138 case D3DRENDERSTATE_WRAP6: /* 134 */
139 case D3DRENDERSTATE_WRAP7: /* 135 */
140 if (dwRenderState)
141 ERR("Texture WRAP modes unsupported by OpenGL.. Expect graphical glitches !\n");
142 break;
144 case D3DRENDERSTATE_ZENABLE: /* 7 */
145 /* To investigate : in OpenGL, if we disable the depth test, the Z buffer will NOT be
146 updated either.. No idea about what happens in D3D.
148 Maybe replacing the Z function by ALWAYS would be a better idea. */
149 if (dwRenderState == D3DZB_TRUE)
150 glEnable(GL_DEPTH_TEST);
151 else if (dwRenderState == D3DZB_FALSE)
152 glDisable(GL_DEPTH_TEST);
153 else {
154 glEnable(GL_DEPTH_TEST);
155 WARN(" w-buffering not supported.\n");
157 break;
159 case D3DRENDERSTATE_FILLMODE: /* 8 */
160 switch ((D3DFILLMODE) dwRenderState) {
161 case D3DFILL_POINT:
162 glPolygonMode(GL_FRONT_AND_BACK,GL_POINT);
163 break;
164 case D3DFILL_WIREFRAME:
165 glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
166 break;
167 case D3DFILL_SOLID:
168 glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
169 break;
170 default:
171 ERR("Unhandled fill mode %ld !\n",dwRenderState);
173 break;
175 case D3DRENDERSTATE_SHADEMODE: /* 9 */
176 switch ((D3DSHADEMODE) dwRenderState) {
177 case D3DSHADE_FLAT:
178 glShadeModel(GL_FLAT);
179 break;
180 case D3DSHADE_GOURAUD:
181 glShadeModel(GL_SMOOTH);
182 break;
183 default:
184 ERR("Unhandled shade mode %ld !\n",dwRenderState);
186 break;
188 case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
189 if (dwRenderState)
190 glDepthMask(GL_TRUE);
191 else
192 glDepthMask(GL_FALSE);
193 break;
195 case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */
196 if (dwRenderState)
197 glEnable(GL_ALPHA_TEST);
198 else
199 glDisable(GL_ALPHA_TEST);
200 break;
202 case D3DRENDERSTATE_TEXTUREMAG: { /* 17 */
203 DWORD tex_mag = 0xFFFFFFFF;
205 switch ((D3DTEXTUREFILTER) dwRenderState) {
206 case D3DFILTER_NEAREST:
207 tex_mag = D3DTFG_POINT;
208 break;
209 case D3DFILTER_LINEAR:
210 tex_mag = D3DTFG_LINEAR;
211 break;
212 default:
213 ERR("Unhandled texture mag %ld !\n",dwRenderState);
216 if (tex_mag != 0xFFFFFFFF) {
217 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MAGFILTER, tex_mag);
219 } break;
221 case D3DRENDERSTATE_TEXTUREMIN: { /* 18 */
222 DWORD tex_min = 0xFFFFFFFF;
224 switch ((D3DTEXTUREFILTER) dwRenderState) {
225 case D3DFILTER_NEAREST:
226 tex_min = D3DTFN_POINT;
227 break;
228 case D3DFILTER_LINEAR:
229 tex_min = D3DTFN_LINEAR;
230 break;
231 default:
232 ERR("Unhandled texture min %ld !\n",dwRenderState);
235 if (tex_min != 0xFFFFFFFF) {
236 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MINFILTER, tex_min);
238 } break;
240 case D3DRENDERSTATE_SRCBLEND: /* 19 */
241 case D3DRENDERSTATE_DESTBLEND: /* 20 */
242 glBlendFunc(convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1]),
243 convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1]));
244 break;
246 case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */
247 switch ((D3DTEXTUREBLEND) dwRenderState) {
248 case D3DTBLEND_DECAL:
249 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
250 break;
251 case D3DTBLEND_MODULATE:
252 case D3DTBLEND_MODULATEALPHA:
253 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
254 break;
255 default:
256 ERR("Unhandled texture environment %ld !\n",dwRenderState);
258 break;
260 case D3DRENDERSTATE_CULLMODE: /* 22 */
261 switch ((D3DCULL) dwRenderState) {
262 case D3DCULL_NONE:
263 glDisable(GL_CULL_FACE);
264 break;
265 case D3DCULL_CW:
266 glEnable(GL_CULL_FACE);
267 glFrontFace(GL_CCW);
268 glCullFace(GL_BACK);
269 break;
270 case D3DCULL_CCW:
271 glEnable(GL_CULL_FACE);
272 glFrontFace(GL_CW);
273 glCullFace(GL_BACK);
274 break;
275 default:
276 ERR("Unhandled cull mode %ld !\n",dwRenderState);
278 break;
280 case D3DRENDERSTATE_ZFUNC: /* 23 */
281 glDepthFunc(convert_D3D_compare_to_GL(dwRenderState));
282 break;
284 case D3DRENDERSTATE_ALPHAREF: /* 24 */
285 case D3DRENDERSTATE_ALPHAFUNC: /* 25 */
286 glAlphaFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAFUNC - 1]),
287 (lpStateBlock->render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0);
288 break;
290 case D3DRENDERSTATE_DITHERENABLE: /* 26 */
291 if (dwRenderState)
292 glEnable(GL_DITHER);
293 else
294 glDisable(GL_DITHER);
295 break;
297 case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
298 if (dwRenderState) {
299 glEnable(GL_BLEND);
300 } else {
301 glDisable(GL_BLEND);
303 break;
305 case D3DRENDERSTATE_FOGENABLE: /* 28 */
306 /* Nothing to do here. Only the storage matters :-) */
307 break;
309 case D3DRENDERSTATE_SPECULARENABLE: /* 29 */
310 if (dwRenderState)
311 ERR(" Specular Lighting not supported yet.\n");
312 break;
314 case D3DRENDERSTATE_SUBPIXEL: /* 31 */
315 case D3DRENDERSTATE_SUBPIXELX: /* 32 */
316 /* We do not support this anyway, so why protest :-) */
317 break;
319 case D3DRENDERSTATE_STIPPLEDALPHA: /* 33 */
320 if (dwRenderState)
321 ERR(" Stippled Alpha not supported yet.\n");
322 break;
324 case D3DRENDERSTATE_FOGCOLOR: { /* 34 */
325 GLfloat color[4];
326 color[0] = ((dwRenderState >> 16) & 0xFF)/255.0f;
327 color[1] = ((dwRenderState >> 8) & 0xFF)/255.0f;
328 color[2] = ((dwRenderState >> 0) & 0xFF)/255.0f;
329 color[3] = ((dwRenderState >> 24) & 0xFF)/255.0f;
330 glFogfv(GL_FOG_COLOR,color);
331 /* Note: glFogiv does not seem to work */
332 } break;
334 case D3DRENDERSTATE_FOGTABLEMODE: /* 35 */
335 case D3DRENDERSTATE_FOGVERTEXMODE: /* 140 */
336 case D3DRENDERSTATE_FOGSTART: /* 36 */
337 case D3DRENDERSTATE_FOGEND: /* 37 */
338 /* Nothing to do here. Only the storage matters :-) */
339 break;
341 case D3DRENDERSTATE_FOGDENSITY: /* 38 */
342 glFogi(GL_FOG_DENSITY,*(float*)&dwRenderState);
343 break;
345 case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
346 /* This needs to be fixed. */
347 if (dwRenderState)
348 glEnable(GL_BLEND);
349 else
350 glDisable(GL_BLEND);
351 break;
353 case D3DRENDERSTATE_ZBIAS: /* 47 */
354 /* This is a tad bit hacky.. But well, no idea how to do it better in OpenGL :-/ */
355 if (dwRenderState == 0) {
356 glDisable(GL_POLYGON_OFFSET_FILL);
357 glDisable(GL_POLYGON_OFFSET_LINE);
358 glDisable(GL_POLYGON_OFFSET_POINT);
359 } else {
360 glEnable(GL_POLYGON_OFFSET_FILL);
361 glEnable(GL_POLYGON_OFFSET_LINE);
362 glEnable(GL_POLYGON_OFFSET_POINT);
363 glPolygonOffset(1.0, dwRenderState * 1.0);
365 break;
367 case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
368 break;
370 case D3DRENDERSTATE_STENCILENABLE: /* 52 */
371 if (dwRenderState)
372 glEnable(GL_STENCIL_TEST);
373 else
374 glDisable(GL_STENCIL_TEST);
375 break;
377 case D3DRENDERSTATE_STENCILFAIL: /* 53 */
378 case D3DRENDERSTATE_STENCILZFAIL: /* 54 */
379 case D3DRENDERSTATE_STENCILPASS: /* 55 */
380 glStencilOp(convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFAIL - 1]),
381 convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILZFAIL - 1]),
382 convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILPASS - 1]));
383 break;
385 case D3DRENDERSTATE_STENCILFUNC: /* 56 */
386 case D3DRENDERSTATE_STENCILREF: /* 57 */
387 case D3DRENDERSTATE_STENCILMASK: /* 58 */
388 glStencilFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFUNC - 1]),
389 lpStateBlock->render_state[D3DRENDERSTATE_STENCILREF - 1],
390 lpStateBlock->render_state[D3DRENDERSTATE_STENCILMASK - 1]);
391 break;
393 case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */
394 glStencilMask(dwRenderState);
395 break;
397 case D3DRENDERSTATE_TEXTUREFACTOR: /* 60 */
398 /* Only the storage matters... */
399 break;
401 case D3DRENDERSTATE_CLIPPING: /* 136 */
402 case D3DRENDERSTATE_CLIPPLANEENABLE: { /* 152 */
403 GLint i;
404 DWORD mask, runner;
406 if (dwRenderStateType == D3DRENDERSTATE_CLIPPING) {
407 mask = ((dwRenderState) ?
408 (This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) : (0x00000000));
409 } else {
410 mask = dwRenderState;
412 for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner = (runner << 1)) {
413 if (mask & runner) {
414 GLint enabled;
415 glGetIntegerv(GL_CLIP_PLANE0 + i, &enabled);
416 if (enabled == GL_FALSE) {
417 glEnable(GL_CLIP_PLANE0 + i);
418 /* Need to force a transform change so that this clipping plane parameters are sent
419 * properly to GL.
421 glThis->transform_state = GL_TRANSFORM_NONE;
423 } else {
424 glDisable(GL_CLIP_PLANE0 + i);
428 break;
430 case D3DRENDERSTATE_LIGHTING: /* 137 */
431 if (dwRenderState)
432 glEnable(GL_LIGHTING);
433 else
434 glDisable(GL_LIGHTING);
435 break;
437 case D3DRENDERSTATE_AMBIENT: { /* 139 */
438 float light[4];
440 light[0] = ((dwRenderState >> 16) & 0xFF) / 255.0;
441 light[1] = ((dwRenderState >> 8) & 0xFF) / 255.0;
442 light[2] = ((dwRenderState >> 0) & 0xFF) / 255.0;
443 light[3] = ((dwRenderState >> 24) & 0xFF) / 255.0;
444 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
445 } break;
447 case D3DRENDERSTATE_COLORVERTEX: /* 141 */
448 /* Nothing to do here.. Only storage matters */
449 break;
451 case D3DRENDERSTATE_LOCALVIEWER: /* 142 */
452 if (dwRenderState)
453 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
454 else
455 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
456 break;
458 case D3DRENDERSTATE_NORMALIZENORMALS: /* 143 */
459 if (dwRenderState) {
460 glEnable(GL_NORMALIZE);
461 glEnable(GL_RESCALE_NORMAL);
462 } else {
463 glDisable(GL_NORMALIZE);
464 glDisable(GL_RESCALE_NORMAL);
466 break;
468 case D3DRENDERSTATE_DIFFUSEMATERIALSOURCE: /* 145 */
469 case D3DRENDERSTATE_SPECULARMATERIALSOURCE: /* 146 */
470 case D3DRENDERSTATE_AMBIENTMATERIALSOURCE: /* 147 */
471 case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE: /* 148 */
472 /* Nothing to do here. Only the storage matters :-) */
473 break;
475 default:
476 ERR("Unhandled dwRenderStateType %s (%08x) value : %08lx !\n",
477 _get_renderstate(dwRenderStateType), dwRenderStateType, dwRenderState);
479 LEAVE_GL();
483 void store_render_state(IDirect3DDeviceImpl *This,
484 D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK *lpStateBlock)
486 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
488 /* Some special cases first.. */
489 if (dwRenderStateType == D3DRENDERSTATE_SRCBLEND) {
490 if (dwRenderState == D3DBLEND_BOTHSRCALPHA) {
491 lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_SRCALPHA;
492 lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_SRCALPHA;
493 return;
494 } else if (dwRenderState == D3DBLEND_BOTHINVSRCALPHA) {
495 lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_INVSRCALPHA;
496 lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_INVSRCALPHA;
497 return;
499 } else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) {
500 lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSU - 1] = dwRenderState;
501 lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSV - 1] = dwRenderState;
502 } else if (dwRenderStateType == D3DRENDERSTATE_WRAPU) {
503 if (dwRenderState)
504 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] |= D3DWRAP_U;
505 else
506 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] &= ~D3DWRAP_U;
507 } else if (dwRenderStateType == D3DRENDERSTATE_WRAPV) {
508 if (dwRenderState)
509 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] |= D3DWRAP_V;
510 else
511 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] &= ~D3DWRAP_V;
514 /* Default case */
515 lpStateBlock->render_state[dwRenderStateType - 1] = dwRenderState;
518 void get_render_state(IDirect3DDeviceImpl *This,
519 D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK *lpStateBlock)
521 *lpdwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
522 if (TRACE_ON(ddraw))
523 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
526 void apply_render_state(IDirect3DDeviceImpl *This, STATEBLOCK *lpStateBlock)
528 DWORD i;
529 TRACE("(%p,%p)\n", This, lpStateBlock);
530 for(i = 0; i < HIGHEST_RENDER_STATE; i++)
531 if (lpStateBlock->set_flags.render_state[i])
532 set_render_state(This, i + 1, lpStateBlock);