wined3d: Store if half float conversion is needed in the decl.
[wine/multimedia.git] / dlls / wined3d / state.c
blobd26b91dbebb6bd8205fe62346532a5c1c81c339f
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 TRACE("No Z buffer - disabling depth test\n");
111 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
112 checkGLcall("glDisable GL_DEPTH_TEST");
113 return;
116 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
117 case WINED3DZB_FALSE:
118 glDisable(GL_DEPTH_TEST);
119 checkGLcall("glDisable GL_DEPTH_TEST");
120 break;
121 case WINED3DZB_TRUE:
122 glEnable(GL_DEPTH_TEST);
123 checkGLcall("glEnable GL_DEPTH_TEST");
124 break;
125 case WINED3DZB_USEW:
126 glEnable(GL_DEPTH_TEST);
127 checkGLcall("glEnable GL_DEPTH_TEST");
128 FIXME("W buffer is not well handled\n");
129 break;
130 default:
131 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
135 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
136 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
137 * switch
139 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
140 case WINED3DCULL_NONE:
141 glDisable(GL_CULL_FACE);
142 checkGLcall("glDisable GL_CULL_FACE");
143 break;
144 case WINED3DCULL_CW:
145 glEnable(GL_CULL_FACE);
146 checkGLcall("glEnable GL_CULL_FACE");
147 glCullFace(GL_FRONT);
148 checkGLcall("glCullFace(GL_FRONT)");
149 break;
150 case WINED3DCULL_CCW:
151 glEnable(GL_CULL_FACE);
152 checkGLcall("glEnable GL_CULL_FACE");
153 glCullFace(GL_BACK);
154 checkGLcall("glCullFace(GL_BACK)");
155 break;
156 default:
157 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
161 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
162 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
163 case WINED3DSHADE_FLAT:
164 glShadeModel(GL_FLAT);
165 checkGLcall("glShadeModel(GL_FLAT)");
166 break;
167 case WINED3DSHADE_GOURAUD:
168 glShadeModel(GL_SMOOTH);
169 checkGLcall("glShadeModel(GL_SMOOTH)");
170 break;
171 case WINED3DSHADE_PHONG:
172 FIXME("WINED3DSHADE_PHONG isn't supported\n");
173 break;
174 default:
175 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
179 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
180 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
181 glEnable(GL_DITHER);
182 checkGLcall("glEnable GL_DITHER");
183 } else {
184 glDisable(GL_DITHER);
185 checkGLcall("glDisable GL_DITHER");
189 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
190 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
191 * this has to be merged with ZENABLE and ZFUNC
193 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
194 glDepthMask(1);
195 checkGLcall("glDepthMask(1)");
196 } else {
197 glDepthMask(0);
198 checkGLcall("glDepthMask(0)");
202 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
203 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
205 if(glParm) {
206 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
207 static BOOL once = FALSE;
208 /* There are a few issues with this: First, our inability to
209 * select a proper Z depth, most of the time we're stuck with
210 * D24S8, even if the app selects D32 or D16. There seem to be
211 * some other precision problems which have to be debugged to
212 * make NOTEQUAL and EQUAL work properly
214 if(!once) {
215 once = TRUE;
216 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
220 glDepthFunc(glParm);
221 checkGLcall("glDepthFunc");
225 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
226 float col[4];
227 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
229 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
230 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
231 checkGLcall("glLightModel for MODEL_AMBIENT");
234 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
235 int srcBlend = GL_ZERO;
236 int dstBlend = GL_ZERO;
237 const StaticPixelFormatDesc *rtFormat;
238 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
240 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
241 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
242 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
243 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
244 glEnable(GL_BLEND);
245 checkGLcall("glEnable GL_BLEND");
246 } else {
247 glDisable(GL_BLEND);
248 checkGLcall("glDisable GL_BLEND");
249 /* Nothing more to do - get out */
250 return;
253 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
254 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
255 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
256 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
257 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
258 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
259 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
260 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
261 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
263 /* To compensate the lack of format switching with backbuffer offscreen rendering,
264 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
265 * if the render target doesn't support alpha blending. A nonexistent alpha channel
266 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
268 case WINED3DBLEND_DESTALPHA :
269 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
270 dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
271 break;
272 case WINED3DBLEND_INVDESTALPHA :
273 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
274 dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
275 break;
277 case WINED3DBLEND_SRCALPHASAT :
278 dstBlend = GL_SRC_ALPHA_SATURATE;
279 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
280 break;
282 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
283 * values which are still valid up to d3d9. They should not occur as dest blend values
285 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
286 srcBlend = GL_SRC_ALPHA;
287 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
288 break;
290 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
291 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
292 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
293 break;
295 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
296 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
297 default:
298 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
301 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
302 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
303 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
304 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
305 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
306 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
307 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
308 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
309 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
310 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
312 case WINED3DBLEND_DESTALPHA :
313 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
314 srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
315 break;
316 case WINED3DBLEND_INVDESTALPHA :
317 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
318 srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
319 break;
321 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
322 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
323 break;
325 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
326 dstBlend = GL_SRC_ALPHA;
327 break;
329 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
330 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
331 default:
332 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
336 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
337 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
338 glEnable(GL_LINE_SMOOTH);
339 checkGLcall("glEnable(GL_LINE_SMOOTH)");
340 if(srcBlend != GL_SRC_ALPHA) {
341 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
343 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
344 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
346 } else {
347 glDisable(GL_LINE_SMOOTH);
348 checkGLcall("glDisable(GL_LINE_SMOOTH)");
351 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
352 glBlendFunc(srcBlend, dstBlend);
353 checkGLcall("glBlendFunc");
356 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
357 float col[4];
359 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
360 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
361 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
362 checkGLcall("glBlendColor");
365 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
366 int glParm = 0;
367 float ref;
368 BOOL enable_ckey = FALSE;
370 IWineD3DSurfaceImpl *surf;
372 /* Find out if the texture on the first stage has a ckey set
373 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
374 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
375 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
376 * in case it finds some texture+colorkeyenable combination which needs extra care.
378 if(stateblock->textures[0] && (
379 stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
380 stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
381 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
383 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
384 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
385 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
386 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
387 * surface has alpha bits
389 if(fmt->alphaMask == 0x00000000) {
390 enable_ckey = TRUE;
395 if(enable_ckey || context->last_was_ckey) {
396 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
398 context->last_was_ckey = enable_ckey;
400 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
401 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
402 glEnable(GL_ALPHA_TEST);
403 checkGLcall("glEnable GL_ALPHA_TEST");
404 } else {
405 glDisable(GL_ALPHA_TEST);
406 checkGLcall("glDisable GL_ALPHA_TEST");
407 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
408 * enable call
410 return;
413 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
414 glParm = GL_NOTEQUAL;
415 ref = 0.0;
416 } else {
417 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
418 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
420 if(glParm) {
421 glAlphaFunc(glParm, ref);
422 checkGLcall("glAlphaFunc");
426 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
427 DWORD enable = 0xFFFFFFFF;
428 DWORD disable = 0x00000000;
430 if (use_vs(stateblock->wineD3DDevice)) {
431 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
432 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
433 * contitions I got sick of tracking down. The shader state handler disables all clip planes because
434 * of that - don't do anything here and keep them disabled
436 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
437 static BOOL warned = FALSE;
438 if(!warned) {
439 FIXME("Clipping not supported with vertex shaders\n");
440 warned = TRUE;
443 return;
446 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
447 * of already set values
450 /* If enabling / disabling all
451 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
453 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
454 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
455 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
456 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
457 glDisable(GL_DEPTH_CLAMP_NV);
458 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
460 } else {
461 disable = 0xffffffff;
462 enable = 0x00;
463 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
464 glEnable(GL_DEPTH_CLAMP_NV);
465 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
469 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
470 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
471 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
472 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
473 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
474 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
476 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
477 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
478 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
479 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
480 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
481 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
483 /** update clipping status */
484 if (enable) {
485 stateblock->clip_status.ClipUnion = 0;
486 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
487 } else {
488 stateblock->clip_status.ClipUnion = 0;
489 stateblock->clip_status.ClipIntersection = 0;
493 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
494 int glParm = GL_FUNC_ADD;
496 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
497 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
498 return;
501 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
502 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
503 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
504 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
505 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
506 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
507 default:
508 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
511 TRACE("glBlendEquation(%x)\n", glParm);
512 GL_EXTCALL(glBlendEquationEXT(glParm));
513 checkGLcall("glBlendEquation");
516 static void
517 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
518 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
519 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
520 * specular color. This is wrong:
521 * Separate specular color means the specular colour is maintained separately, whereas
522 * single color means it is merged in. However in both cases they are being used to
523 * some extent.
524 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
525 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
526 * running 1.4 yet!
529 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
530 * Instead, we need to setup the FinalCombiner properly.
532 * The default setup for the FinalCombiner is:
534 * <variable> <input> <mapping> <usage>
535 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
536 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
537 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
538 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
539 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
540 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
541 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
543 * That's pretty much fine as it is, except for variable B, which needs to take
544 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
545 * whether WINED3DRS_SPECULARENABLE is enabled or not.
548 TRACE("Setting specular enable state and materials\n");
549 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
550 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
551 checkGLcall("glMaterialfv");
553 if(stateblock->material.Power > 128.0) {
554 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
555 * and 128.0, although in d3d neither -1 nor 129 produce an error. For values > 128 clamp
556 * them, since 128 results in a hardly visible specular highlight, so it should be safe to
557 * to clamp to 128
559 WARN("Material power > 128\n");
560 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.0);
561 } else {
562 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
564 checkGLcall("glMaterialf(GL_SHININESS)");
566 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
567 glEnable(GL_COLOR_SUM_EXT);
568 } else {
569 TRACE("Specular colors cannot be enabled in this version of opengl\n");
571 checkGLcall("glEnable(GL_COLOR_SUM)");
573 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
574 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
575 checkGLcall("glFinalCombinerInputNV()");
577 } else {
578 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
580 /* for the case of enabled lighting: */
581 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
582 checkGLcall("glMaterialfv");
584 /* for the case of disabled lighting: */
585 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
586 glDisable(GL_COLOR_SUM_EXT);
587 } else {
588 TRACE("Specular colors cannot be disabled in this version of opengl\n");
590 checkGLcall("glDisable(GL_COLOR_SUM)");
592 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
593 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
594 checkGLcall("glFinalCombinerInputNV()");
598 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
599 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
600 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
601 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
602 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
603 stateblock->material.Specular.b, stateblock->material.Specular.a);
604 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
605 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
607 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
608 checkGLcall("glMaterialfv(GL_AMBIENT)");
609 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
610 checkGLcall("glMaterialfv(GL_DIFFUSE)");
611 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
612 checkGLcall("glMaterialfv(GL_EMISSION)");
615 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
616 unsigned int i;
618 /* Note the texture color applies to all textures whereas
619 * GL_TEXTURE_ENV_COLOR applies to active only
621 float col[4];
622 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
624 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
625 /* And now the default texture color as well */
626 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
627 /* Note the WINED3DRS value applies to all textures, but GL has one
628 * per texture, so apply it now ready to be used!
630 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
631 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
632 checkGLcall("glActiveTextureARB");
633 } else if (i>0) {
634 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
637 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
638 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
640 } else {
641 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
645 static void
646 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
647 #if 0 /* Don't use OpenGL 2.0 calls for now */
648 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
649 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
650 checkGLcall("glStencilFuncSeparate(...)");
651 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
652 checkGLcall("glStencilOpSeparate(...)");
654 else
655 #endif
656 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
657 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
658 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
659 GL_EXTCALL(glActiveStencilFaceEXT(face));
660 checkGLcall("glActiveStencilFaceEXT(...)");
661 glStencilFunc(func, ref, mask);
662 checkGLcall("glStencilFunc(...)");
663 glStencilOp(stencilFail, depthFail, stencilPass);
664 checkGLcall("glStencilOp(...)");
665 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
666 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
667 checkGLcall("glStencilFuncSeparateATI(...)");
668 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
669 checkGLcall("glStencilOpSeparateATI(...)");
670 } else {
671 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
675 static void
676 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
677 DWORD onesided_enable = FALSE;
678 DWORD twosided_enable = FALSE;
679 GLint func = GL_ALWAYS;
680 GLint func_ccw = GL_ALWAYS;
681 GLint ref = 0;
682 GLuint mask = 0;
683 GLint stencilFail = GL_KEEP;
684 GLint depthFail = GL_KEEP;
685 GLint stencilPass = GL_KEEP;
686 GLint stencilFail_ccw = GL_KEEP;
687 GLint depthFail_ccw = GL_KEEP;
688 GLint stencilPass_ccw = GL_KEEP;
690 /* No stencil test without a stencil buffer */
691 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
692 glDisable(GL_STENCIL_TEST);
693 checkGLcall("glDisable GL_STENCIL_TEST");
694 return;
697 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
698 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
699 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
700 func = GL_ALWAYS;
701 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
702 func_ccw = GL_ALWAYS;
703 ref = stateblock->renderState[WINED3DRS_STENCILREF];
704 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
705 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
706 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
707 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
708 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
709 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
710 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
712 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
713 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
714 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
715 onesided_enable, twosided_enable, ref, mask,
716 func, stencilFail, depthFail, stencilPass,
717 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
719 if (twosided_enable && onesided_enable) {
720 glEnable(GL_STENCIL_TEST);
721 checkGLcall("glEnable GL_STENCIL_TEST");
723 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
724 * which has an effect on the code below too. If we apply the front face
725 * afterwards, we are sure that the active stencil face is set to front,
726 * and other stencil functions which do not use two sided stencil do not have
727 * to set it back
729 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
730 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
731 } else if(onesided_enable) {
732 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
733 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
734 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
737 glEnable(GL_STENCIL_TEST);
738 checkGLcall("glEnable GL_STENCIL_TEST");
739 glStencilFunc(func, ref, mask);
740 checkGLcall("glStencilFunc(...)");
741 glStencilOp(stencilFail, depthFail, stencilPass);
742 checkGLcall("glStencilOp(...)");
743 } else {
744 glDisable(GL_STENCIL_TEST);
745 checkGLcall("glDisable GL_STENCIL_TEST");
749 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
750 DWORD mask;
752 if(stateblock->wineD3DDevice->stencilBufferTarget) {
753 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
754 } else {
755 mask = 0;
758 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
759 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
760 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
761 glStencilMask(mask);
762 checkGLcall("glStencilMask");
763 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
764 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
765 glStencilMask(mask);
766 } else {
767 glStencilMask(mask);
769 checkGLcall("glStencilMask");
772 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
773 /* TODO: Put this into the vertex type block once that is in the state table */
774 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
775 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
776 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
777 float fogstart, fogend;
779 union {
780 DWORD d;
781 float f;
782 } tmpvalue;
784 if (!fogenable) {
785 /* No fog? Disable it, and we're done :-) */
786 glDisable(GL_FOG);
787 checkGLcall("glDisable GL_FOG");
788 if( use_ps(stateblock->wineD3DDevice)
789 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
790 /* disable fog in the pixel shader
791 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
792 * -1/(e-s) and e/(e-s) respectively.
794 glFogf(GL_FOG_START, 0.0f);
795 checkGLcall("glFogf(GL_FOG_START, fogstart)");
796 glFogf(GL_FOG_END, 1.0f);
797 checkGLcall("glFogf(GL_FOG_END, fogend)");
799 return;
802 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
803 fogstart = tmpvalue.f;
804 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
805 fogend = tmpvalue.f;
807 /* Fog Rules:
809 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
810 * It can use the Z value of the vertex, or the alpha component of the specular color.
811 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
812 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
813 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
815 * FOGTABLEMODE != NONE:
816 * The Z value is used, with the equation specified, no matter what vertex type.
818 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
819 * Per vertex fog is calculated using the specified fog equation and the parameters
821 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
822 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
823 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
826 * Rules for vertex fog with shaders:
828 * When mixing fixed function functionality with the programmable pipeline, D3D expects
829 * the fog computation to happen during transformation while openGL expects it to happen
830 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
831 * the pixel shader while openGL always expects the pixel shader to handle the blending.
832 * To solve this problem, WineD3D does:
833 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
834 * shader,
835 * and 2) disables the fog computation (in either the fixed function or programmable
836 * rasterizer) if using a vertex program.
839 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
840 * without shaders).
843 if( is_ps3 ) {
844 if( !use_vs(stateblock->wineD3DDevice)
845 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
846 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
850 if (use_vs(stateblock->wineD3DDevice)
851 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
852 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
853 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
854 /* Disable fog */
855 fogenable = FALSE;
856 } else {
857 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
858 glFogi(GL_FOG_MODE, GL_LINEAR);
859 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
860 fogstart = 1.0;
861 fogend = 0.0;
864 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
865 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
866 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
867 context->fog_coord = FALSE;
869 context->last_was_foggy_shader = TRUE;
871 else if( use_ps(stateblock->wineD3DDevice) ) {
872 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
873 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
875 WINED3DFOGMODE mode;
876 context->last_was_foggy_shader = FALSE;
878 /* If both fogmodes are set use the table fog mode */
879 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
880 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
881 else
882 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
884 switch (mode) {
885 case WINED3DFOG_EXP:
886 case WINED3DFOG_EXP2:
887 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
888 /* Disable fog */
889 fogenable = FALSE;
890 break;
892 case WINED3DFOG_LINEAR:
893 fogstart = -1.0f/(fogend-fogstart);
894 fogend *= -fogstart;
895 break;
897 case WINED3DFOG_NONE:
898 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
899 /* Disable fog */
900 fogenable = FALSE;
901 break;
902 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
905 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
906 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
907 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
908 context->fog_coord = FALSE;
911 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
912 * the system will apply only pixel(=table) fog effects."
914 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
915 glHint(GL_FOG_HINT, GL_FASTEST);
916 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
917 context->last_was_foggy_shader = FALSE;
919 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
920 /* If processed vertices are used, fall through to the NONE case */
921 case WINED3DFOG_EXP: {
922 if(!context->last_was_rhw) {
923 glFogi(GL_FOG_MODE, GL_EXP);
924 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
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_EXP2: {
934 if(!context->last_was_rhw) {
935 glFogi(GL_FOG_MODE, GL_EXP2);
936 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
937 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
938 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
939 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
940 context->fog_coord = FALSE;
942 break;
945 case WINED3DFOG_LINEAR: {
946 if(!context->last_was_rhw) {
947 glFogi(GL_FOG_MODE, GL_LINEAR);
948 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
949 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
950 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
951 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
952 context->fog_coord = FALSE;
954 break;
957 case WINED3DFOG_NONE: {
958 /* Both are none? According to msdn the alpha channel of the specular
959 * color contains a fog factor. Set it in drawStridedSlow.
960 * Same happens with Vertexfog on transformed vertices
962 if(GL_SUPPORT(EXT_FOG_COORD)) {
963 if(context->fog_coord == FALSE) {
964 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
965 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
966 context->fog_coord = TRUE;
968 glFogi(GL_FOG_MODE, GL_LINEAR);
969 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
970 fogstart = 0xff;
971 fogend = 0x0;
972 } else {
973 /* Disable GL fog, handle this in software in drawStridedSlow */
974 fogenable = FALSE;
976 break;
978 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
980 } else {
981 glHint(GL_FOG_HINT, GL_NICEST);
982 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
983 context->last_was_foggy_shader = FALSE;
985 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
986 case WINED3DFOG_EXP:
987 glFogi(GL_FOG_MODE, GL_EXP);
988 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
989 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
990 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
991 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
992 context->fog_coord = FALSE;
994 break;
996 case WINED3DFOG_EXP2:
997 glFogi(GL_FOG_MODE, GL_EXP2);
998 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
999 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1000 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1001 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1002 context->fog_coord = FALSE;
1004 break;
1006 case WINED3DFOG_LINEAR:
1007 glFogi(GL_FOG_MODE, GL_LINEAR);
1008 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1009 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1010 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1011 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1012 context->fog_coord = FALSE;
1014 break;
1016 case WINED3DFOG_NONE: /* Won't happen */
1017 default:
1018 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1022 if(fogenable) {
1023 glEnable(GL_FOG);
1024 checkGLcall("glEnable GL_FOG");
1026 if(fogstart != fogend)
1028 glFogfv(GL_FOG_START, &fogstart);
1029 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1030 TRACE("Fog Start == %f\n", fogstart);
1032 glFogfv(GL_FOG_END, &fogend);
1033 checkGLcall("glFogf(GL_FOG_END, fogend)");
1034 TRACE("Fog End == %f\n", fogend);
1036 else
1038 glFogf(GL_FOG_START, -1.0 / 0.0);
1039 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1040 TRACE("Fog Start == %f\n", fogstart);
1042 glFogf(GL_FOG_END, 0.0);
1043 checkGLcall("glFogf(GL_FOG_END, fogend)");
1044 TRACE("Fog End == %f\n", fogend);
1046 } else {
1047 glDisable(GL_FOG);
1048 checkGLcall("glDisable GL_FOG");
1049 if( use_ps(stateblock->wineD3DDevice) ) {
1050 /* disable fog in the pixel shader
1051 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1052 * -1/(e-s) and e/(e-s) respectively.
1054 glFogf(GL_FOG_START, 0.0f);
1055 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1056 glFogf(GL_FOG_END, 1.0f);
1057 checkGLcall("glFogf(GL_FOG_END, fogend)");
1062 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1063 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1064 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1065 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1066 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1067 } else {
1068 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1070 } else {
1071 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1072 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1073 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1078 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1079 float col[4];
1080 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1081 glFogfv(GL_FOG_COLOR, &col[0]);
1082 checkGLcall("glFog GL_FOG_COLOR");
1085 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1086 union {
1087 DWORD d;
1088 float f;
1089 } tmpvalue;
1090 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1091 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1092 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1095 /* TODO: Merge with primitive type + init_materials()!! */
1096 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1097 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
1098 GLenum Parm = 0;
1099 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1100 BOOL isDiffuseSupplied;
1102 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1103 * The vertex declaration will call this function if the fixed function pipeline is used.
1106 if(isStateDirty(context, STATE_VDECL)) {
1107 return;
1110 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1112 context->num_untracked_materials = 0;
1113 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1114 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1115 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1116 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1117 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1118 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1120 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1121 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1122 Parm = GL_AMBIENT_AND_DIFFUSE;
1123 } else {
1124 Parm = GL_DIFFUSE;
1126 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1127 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1128 context->num_untracked_materials++;
1130 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1131 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1132 context->num_untracked_materials++;
1134 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1135 Parm = GL_AMBIENT;
1136 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1137 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1138 context->num_untracked_materials++;
1140 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1141 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1142 context->num_untracked_materials++;
1144 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1145 Parm = GL_EMISSION;
1146 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1147 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1148 context->num_untracked_materials++;
1150 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1151 Parm = GL_SPECULAR;
1155 /* Nothing changed, return. */
1156 if (Parm == context->tracking_parm) return;
1158 if(!Parm) {
1159 glDisable(GL_COLOR_MATERIAL);
1160 checkGLcall("glDisable GL_COLOR_MATERIAL");
1161 } else {
1162 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1163 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1164 glEnable(GL_COLOR_MATERIAL);
1165 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1168 /* Apparently calls to glMaterialfv are ignored for properties we're
1169 * tracking with glColorMaterial, so apply those here. */
1170 switch (context->tracking_parm) {
1171 case GL_AMBIENT_AND_DIFFUSE:
1172 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1173 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1174 checkGLcall("glMaterialfv");
1175 break;
1177 case GL_DIFFUSE:
1178 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1179 checkGLcall("glMaterialfv");
1180 break;
1182 case GL_AMBIENT:
1183 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1184 checkGLcall("glMaterialfv");
1185 break;
1187 case GL_EMISSION:
1188 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1189 checkGLcall("glMaterialfv");
1190 break;
1192 case GL_SPECULAR:
1193 /* Only change material color if specular is enabled, otherwise it is set to black */
1194 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1195 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1196 checkGLcall("glMaterialfv");
1197 } else {
1198 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1199 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1200 checkGLcall("glMaterialfv");
1202 break;
1205 context->tracking_parm = Parm;
1208 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1209 union {
1210 DWORD d;
1211 WINED3DLINEPATTERN lp;
1212 } tmppattern;
1213 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1215 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1217 if (tmppattern.lp.wRepeatFactor) {
1218 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1219 checkGLcall("glLineStipple(repeat, linepattern)");
1220 glEnable(GL_LINE_STIPPLE);
1221 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1222 } else {
1223 glDisable(GL_LINE_STIPPLE);
1224 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1228 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1229 union {
1230 DWORD d;
1231 float f;
1232 } tmpvalue;
1234 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1235 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1236 TRACE("ZBias value %f\n", tmpvalue.f);
1237 glPolygonOffset(0, -tmpvalue.f);
1238 checkGLcall("glPolygonOffset(0, -Value)");
1239 glEnable(GL_POLYGON_OFFSET_FILL);
1240 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1241 glEnable(GL_POLYGON_OFFSET_LINE);
1242 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1243 glEnable(GL_POLYGON_OFFSET_POINT);
1244 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1245 } else {
1246 glDisable(GL_POLYGON_OFFSET_FILL);
1247 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1248 glDisable(GL_POLYGON_OFFSET_LINE);
1249 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1250 glDisable(GL_POLYGON_OFFSET_POINT);
1251 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1256 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1257 if(isStateDirty(context, STATE_VDECL)) {
1258 return;
1260 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1261 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1262 * by zero and is not properly defined in opengl, so avoid it
1264 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1265 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1266 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1267 glEnable(GL_NORMALIZE);
1268 checkGLcall("glEnable(GL_NORMALIZE);");
1269 } else {
1270 glDisable(GL_NORMALIZE);
1271 checkGLcall("glDisable(GL_NORMALIZE);");
1275 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1276 union {
1277 DWORD d;
1278 float f;
1279 } tmpvalue;
1281 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1282 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1283 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1284 checkGLcall("glPointParameterfARB(...)");
1286 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1287 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1288 checkGLcall("glPointParameterfEXT(...)");
1289 } else if(tmpvalue.f != 1.0) {
1290 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1294 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1295 union {
1296 DWORD d;
1297 float f;
1298 } tmpvalue;
1300 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1301 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1302 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1303 checkGLcall("glPointParameterfARB(...)");
1305 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1306 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1307 checkGLcall("glPointParameterfEXT(...)");
1308 } else if(tmpvalue.f != 64.0) {
1309 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1313 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1314 /* TODO: Group this with the viewport */
1316 * POINTSCALEENABLE controls how point size value is treated. If set to
1317 * true, the point size is scaled with respect to height of viewport.
1318 * When set to false point size is in pixels.
1320 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1323 /* Default values */
1324 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1325 union {
1326 DWORD d;
1327 float f;
1328 } pointSize, A, B, C;
1330 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1331 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1332 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1333 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1335 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1336 GLfloat scaleFactor;
1337 float h = stateblock->viewport.Height;
1339 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1341 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1342 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1343 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1344 * are less than 1.0f. scale_factor = 1.0f / point_size.
1346 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1347 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1348 * is 1.0, but then accepts points below that and draws too small points
1350 pointSize.f = GL_LIMITS(pointsizemin);
1351 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1352 /* gl already scales the input to glPointSize,
1353 * d3d scales the result after the point size scale.
1354 * If the point size is bigger than the max size, use the
1355 * scaling to scale it bigger, and set the gl point size to max
1357 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1358 TRACE("scale: %f\n", scaleFactor);
1359 pointSize.f = GL_LIMITS(pointsize);
1360 } else {
1361 scaleFactor = 1.0f;
1363 scaleFactor = pow(h * scaleFactor, 2);
1365 att[0] = A.f / scaleFactor;
1366 att[1] = B.f / scaleFactor;
1367 att[2] = C.f / scaleFactor;
1370 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1371 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1372 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1374 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1375 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1376 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1377 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1378 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1381 glPointSize(pointSize.f);
1382 checkGLcall("glPointSize(...);");
1385 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1386 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1388 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1389 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1390 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1391 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1392 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1393 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1394 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1395 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1396 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1397 checkGLcall("glColorMask(...)");
1399 /* depends on WINED3DRS_COLORWRITEENABLE. */
1400 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1401 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1402 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1403 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1404 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1405 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1406 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1410 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1411 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1412 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1413 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1414 } else {
1415 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1416 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1420 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1421 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1422 TRACE("Last Pixel Drawing Enabled\n");
1423 } else {
1424 static BOOL first = TRUE;
1425 if(first) {
1426 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1427 first = FALSE;
1428 } else {
1429 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1434 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1435 /* TODO: NV_POINT_SPRITE */
1436 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1437 TRACE("Point sprites not supported\n");
1438 return;
1441 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1442 glEnable(GL_POINT_SPRITE_ARB);
1443 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1444 } else {
1445 glDisable(GL_POINT_SPRITE_ARB);
1446 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1450 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1452 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1453 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1454 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1455 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1456 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1458 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1460 TRACE("Stub\n");
1461 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1462 stateblock->renderState[WINED3DRS_WRAP1] ||
1463 stateblock->renderState[WINED3DRS_WRAP2] ||
1464 stateblock->renderState[WINED3DRS_WRAP3] ||
1465 stateblock->renderState[WINED3DRS_WRAP4] ||
1466 stateblock->renderState[WINED3DRS_WRAP5] ||
1467 stateblock->renderState[WINED3DRS_WRAP6] ||
1468 stateblock->renderState[WINED3DRS_WRAP7] ||
1469 stateblock->renderState[WINED3DRS_WRAP8] ||
1470 stateblock->renderState[WINED3DRS_WRAP9] ||
1471 stateblock->renderState[WINED3DRS_WRAP10] ||
1472 stateblock->renderState[WINED3DRS_WRAP11] ||
1473 stateblock->renderState[WINED3DRS_WRAP12] ||
1474 stateblock->renderState[WINED3DRS_WRAP13] ||
1475 stateblock->renderState[WINED3DRS_WRAP14] ||
1476 stateblock->renderState[WINED3DRS_WRAP15] ) {
1477 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1481 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1482 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1483 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1484 glEnable(GL_MULTISAMPLE_ARB);
1485 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1486 } else {
1487 glDisable(GL_MULTISAMPLE_ARB);
1488 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1490 } else {
1491 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1492 WARN("Multisample antialiasing not supported by gl\n");
1497 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1498 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1499 glEnable(GL_SCISSOR_TEST);
1500 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1501 } else {
1502 glDisable(GL_SCISSOR_TEST);
1503 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1507 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1508 union {
1509 DWORD d;
1510 float f;
1511 } tmpvalue;
1513 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1514 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1515 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1516 glEnable(GL_POLYGON_OFFSET_FILL);
1517 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1518 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1519 checkGLcall("glPolygonOffset(...)");
1520 } else {
1521 glDisable(GL_POLYGON_OFFSET_FILL);
1522 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1526 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1527 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1528 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1529 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1530 } else {
1531 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1532 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1536 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1537 TRACE("Stub\n");
1538 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1539 FIXME(" Stippled Alpha not supported yet.\n");
1542 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1543 TRACE("Stub\n");
1544 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1545 FIXME(" Antialias not supported yet.\n");
1548 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1549 TRACE("Stub\n");
1550 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1551 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1554 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1555 TRACE("Stub\n");
1556 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1557 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1560 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1561 union {
1562 DWORD d;
1563 float f;
1564 } tmpvalue;
1565 tmpvalue.f = 1.0f;
1567 TRACE("Stub\n");
1568 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1570 static BOOL displayed = FALSE;
1572 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1573 if(!displayed)
1574 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1576 displayed = TRUE;
1580 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1581 TRACE("Stub\n");
1582 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1583 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1586 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1587 TRACE("Stub\n");
1588 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1589 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1592 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1593 TRACE("Stub\n");
1594 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1595 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1598 static void state_separateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1599 TRACE("Stub\n");
1600 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1601 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1604 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1605 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1606 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1610 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1611 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1612 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1616 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1617 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1618 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1622 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1623 if(stateblock->renderState[WINED3DRS_ROP2]) {
1624 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1628 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1629 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1630 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1634 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1635 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1636 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1640 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1641 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1642 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1646 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1647 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1648 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1652 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1653 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1654 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1658 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1659 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1660 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1664 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1665 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1666 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1670 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1671 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1672 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1676 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1677 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1678 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1682 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1683 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1684 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1688 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1689 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1690 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1694 /* Activates the texture dimension according to the bound D3D texture.
1695 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1696 * Requires the caller to activate the correct unit before
1698 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1699 BOOL bumpmap = FALSE;
1701 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1702 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1703 bumpmap = TRUE;
1704 context->texShaderBumpMap |= (1 << stage);
1705 } else {
1706 context->texShaderBumpMap &= ~(1 << stage);
1709 if(stateblock->textures[stage]) {
1710 switch(stateblock->textureDimensions[stage]) {
1711 case GL_TEXTURE_2D:
1712 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1713 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1714 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
1715 } else {
1716 glDisable(GL_TEXTURE_3D);
1717 checkGLcall("glDisable(GL_TEXTURE_3D)");
1718 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1719 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1720 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1722 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1723 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1724 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1726 glEnable(GL_TEXTURE_2D);
1727 checkGLcall("glEnable(GL_TEXTURE_2D)");
1729 break;
1730 case GL_TEXTURE_RECTANGLE_ARB:
1731 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1732 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
1733 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
1734 } else {
1735 glDisable(GL_TEXTURE_2D);
1736 checkGLcall("glDisable(GL_TEXTURE_2D)");
1737 glDisable(GL_TEXTURE_3D);
1738 checkGLcall("glDisable(GL_TEXTURE_3D)");
1739 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1740 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1741 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1743 glEnable(GL_TEXTURE_RECTANGLE_ARB);
1744 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
1746 break;
1747 case GL_TEXTURE_3D:
1748 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1749 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1750 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
1751 } else {
1752 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1753 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1754 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1756 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1757 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1758 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1760 glDisable(GL_TEXTURE_2D);
1761 checkGLcall("glDisable(GL_TEXTURE_2D)");
1762 glEnable(GL_TEXTURE_3D);
1763 checkGLcall("glEnable(GL_TEXTURE_3D)");
1765 break;
1766 case GL_TEXTURE_CUBE_MAP_ARB:
1767 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1768 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1769 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
1770 } else {
1771 glDisable(GL_TEXTURE_2D);
1772 checkGLcall("glDisable(GL_TEXTURE_2D)");
1773 glDisable(GL_TEXTURE_3D);
1774 checkGLcall("glDisable(GL_TEXTURE_3D)");
1775 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1776 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1777 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1779 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1780 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1782 break;
1784 } else {
1785 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1786 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1787 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
1788 } else {
1789 glEnable(GL_TEXTURE_2D);
1790 checkGLcall("glEnable(GL_TEXTURE_2D)");
1791 glDisable(GL_TEXTURE_3D);
1792 checkGLcall("glDisable(GL_TEXTURE_3D)");
1793 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1794 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1795 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1797 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1798 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1799 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1801 /* Binding textures is done by samplers. A dummy texture will be bound */
1806 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1807 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1808 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1809 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1811 TRACE("Setting color op for stage %d\n", stage);
1813 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1814 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1815 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1816 return;
1819 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1821 if (mapped_stage != -1) {
1822 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1823 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1824 FIXME("Attempt to enable unsupported stage!\n");
1825 return;
1827 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1828 checkGLcall("glActiveTextureARB");
1829 } else if (stage > 0) {
1830 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1831 return;
1835 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1836 if(stateblock->lowest_disabled_stage > 0) {
1837 glEnable(GL_REGISTER_COMBINERS_NV);
1838 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1839 } else {
1840 glDisable(GL_REGISTER_COMBINERS_NV);
1843 if(stage >= stateblock->lowest_disabled_stage) {
1844 TRACE("Stage disabled\n");
1845 if (mapped_stage != -1) {
1846 /* Disable everything here */
1847 glDisable(GL_TEXTURE_2D);
1848 checkGLcall("glDisable(GL_TEXTURE_2D)");
1849 glDisable(GL_TEXTURE_3D);
1850 checkGLcall("glDisable(GL_TEXTURE_3D)");
1851 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1852 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1853 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1855 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1856 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1857 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1859 if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1860 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1863 /* All done */
1864 return;
1867 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1868 * if the sampler for this stage is dirty
1870 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1871 if (tex_used) activate_dimensions(stage, stateblock, context);
1874 /* Set the texture combiners */
1875 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1876 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1877 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1878 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1879 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1880 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1881 mapped_stage);
1883 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1884 * thus the texture shader may have to be updated
1886 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1887 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1888 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1889 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1890 if(usesBump != usedBump) {
1891 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1892 checkGLcall("glActiveTextureARB");
1893 activate_dimensions(stage + 1, stateblock, context);
1894 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1895 checkGLcall("glActiveTextureARB");
1898 } else {
1899 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1900 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1901 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1902 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1903 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1907 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1908 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1909 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1910 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1911 DWORD op, arg1, arg2, arg0;
1913 TRACE("Setting alpha op for stage %d\n", stage);
1914 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1915 if (mapped_stage != -1) {
1916 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1917 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1918 FIXME("Attempt to enable unsupported stage!\n");
1919 return;
1921 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1922 checkGLcall("glActiveTextureARB");
1923 } else if (stage > 0) {
1924 /* We can't do anything here */
1925 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1926 return;
1930 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1931 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1932 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1933 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1935 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1936 stateblock->textures[0] &&
1937 (stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
1938 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1940 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1941 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1943 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1944 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1945 * cannot remove the texture's alpha channel entirely.
1947 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1948 * on color keyed surfaces.
1950 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1952 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1953 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1954 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1958 TRACE("Setting alpha op for stage %d\n", stage);
1959 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1960 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1961 op, arg1, arg2, arg0,
1962 mapped_stage);
1963 } else {
1964 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1965 op, arg1, arg2, arg0);
1969 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1970 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1971 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1972 BOOL generated;
1974 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
1975 if(use_vs(stateblock->wineD3DDevice) ||
1976 isStateDirty(context, STATE_VDECL)) {
1977 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
1978 return;
1981 if (mapped_stage == -1) return;
1983 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1984 if(mapped_stage >= GL_LIMITS(textures)) {
1985 return;
1987 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1988 checkGLcall("glActiveTextureARB");
1989 } else if (mapped_stage > 0) {
1990 /* We can't do anything here */
1991 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1992 return;
1994 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
1996 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1997 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1998 generated,
1999 context->last_was_rhw,
2000 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
2001 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
2002 WINED3DDECLTYPE_UNUSED);
2004 /* The sampler applying function calls us if this changes */
2005 if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
2006 if(generated) {
2007 FIXME("Non-power2 texture being used with generated texture coords\n");
2009 TRACE("Non power two matrix multiply fixup\n");
2010 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
2014 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
2015 int texture_idx;
2017 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
2018 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
2019 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2023 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
2024 UINT *offset = stateblock->streamOffset;
2025 unsigned int mapped_stage = 0;
2026 unsigned int textureNo = 0;
2028 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
2029 /* Abort if we don't support the extension. */
2030 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
2031 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2032 return;
2035 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
2036 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
2038 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
2039 if (mapped_stage == -1) continue;
2041 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
2042 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
2043 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
2045 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
2046 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
2047 checkGLcall("glBindBufferARB");
2048 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
2051 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2052 checkGLcall("glClientActiveTextureARB");
2054 /* The coords to supply depend completely on the fvf / vertex shader */
2055 glTexCoordPointer(
2056 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
2057 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
2058 sd->u.s.texCoords[coordIdx].dwStride,
2059 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
2060 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
2061 } else {
2062 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2065 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2066 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
2067 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
2068 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2073 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2074 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2075 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2077 if (mapped_stage == -1) {
2078 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
2079 return;
2082 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2083 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
2084 return;
2086 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2087 checkGLcall("glActiveTextureARB");
2088 } else if (stage > 0) {
2089 /* We can't do anything here */
2090 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2091 return;
2094 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
2096 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
2097 * one flag, you can still specify an index value, which the system uses to
2098 * determine the texture wrapping mode.
2099 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
2100 * means use the vertex position (camera-space) as the input texture coordinates
2101 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
2102 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
2103 * to the TEXCOORDINDEX value
2107 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
2109 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
2110 case WINED3DTSS_TCI_PASSTHRU:
2111 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
2112 glDisable(GL_TEXTURE_GEN_S);
2113 glDisable(GL_TEXTURE_GEN_T);
2114 glDisable(GL_TEXTURE_GEN_R);
2115 glDisable(GL_TEXTURE_GEN_Q);
2116 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
2117 break;
2119 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
2120 /* CameraSpacePosition means use the vertex position, transformed to camera space,
2121 * as the input texture coordinates for this stage's texture transformation. This
2122 * equates roughly to EYE_LINEAR
2125 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2126 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2127 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2128 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2129 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
2131 glMatrixMode(GL_MODELVIEW);
2132 glPushMatrix();
2133 glLoadIdentity();
2134 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2135 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2136 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2137 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2138 glPopMatrix();
2140 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
2141 glEnable(GL_TEXTURE_GEN_S);
2142 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2143 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2144 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2145 glEnable(GL_TEXTURE_GEN_T);
2146 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2147 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2148 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2149 glEnable(GL_TEXTURE_GEN_R);
2150 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2151 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2152 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2154 break;
2156 case WINED3DTSS_TCI_CAMERASPACENORMAL:
2158 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2159 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2160 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2161 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2162 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2163 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
2165 glMatrixMode(GL_MODELVIEW);
2166 glPushMatrix();
2167 glLoadIdentity();
2168 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2169 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2170 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2171 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2172 glPopMatrix();
2174 glEnable(GL_TEXTURE_GEN_S);
2175 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2176 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2177 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2178 glEnable(GL_TEXTURE_GEN_T);
2179 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2180 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2181 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2182 glEnable(GL_TEXTURE_GEN_R);
2183 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2184 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2185 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2188 break;
2190 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2192 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2193 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2194 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2195 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2196 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2197 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2199 glMatrixMode(GL_MODELVIEW);
2200 glPushMatrix();
2201 glLoadIdentity();
2202 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2203 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2204 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2205 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2206 glPopMatrix();
2208 glEnable(GL_TEXTURE_GEN_S);
2209 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2210 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2211 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2212 glEnable(GL_TEXTURE_GEN_T);
2213 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2214 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2215 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2216 glEnable(GL_TEXTURE_GEN_R);
2217 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2218 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2219 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2222 break;
2224 /* Unhandled types: */
2225 default:
2226 /* Todo: */
2227 /* ? disable GL_TEXTURE_GEN_n ? */
2228 glDisable(GL_TEXTURE_GEN_S);
2229 glDisable(GL_TEXTURE_GEN_T);
2230 glDisable(GL_TEXTURE_GEN_R);
2231 glDisable(GL_TEXTURE_GEN_Q);
2232 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2233 break;
2236 /* Update the texture matrix */
2237 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2238 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2241 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2242 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2243 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2244 * and do all the things linked to it
2245 * TODO: Tidy that up to reload only the arrays of the changed unit
2247 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2249 unloadTexCoords(stateblock);
2250 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2254 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2255 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2257 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2258 * has an update pending
2260 if(isStateDirty(context, STATE_VDECL) ||
2261 isStateDirty(context, STATE_PIXELSHADER)) {
2262 return;
2265 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2268 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2269 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2270 union {
2271 DWORD d;
2272 float f;
2273 } tmpvalue;
2275 if(stateblock->pixelShader && stage != 0 &&
2276 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2277 /* The pixel shader has to know the luminance scale. Do a constants update if it
2278 * isn't scheduled anyway
2280 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2281 !isStateDirty(context, STATE_PIXELSHADER)) {
2282 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2286 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2287 if(tmpvalue.f != 0.0) {
2288 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2292 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2293 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2294 union {
2295 DWORD d;
2296 float f;
2297 } tmpvalue;
2299 if(stateblock->pixelShader && stage != 0 &&
2300 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2301 /* The pixel shader has to know the luminance offset. Do a constants update if it
2302 * isn't scheduled anyway
2304 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2305 !isStateDirty(context, STATE_PIXELSHADER)) {
2306 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2310 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2311 if(tmpvalue.f != 0.0) {
2312 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2316 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2317 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2319 if(stage >= GL_LIMITS(texture_stages)) {
2320 return;
2323 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2324 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2328 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2329 DWORD sampler = state - STATE_SAMPLER(0);
2330 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2331 union {
2332 float f;
2333 DWORD d;
2334 } tmpvalue;
2336 TRACE("Sampler: %d\n", sampler);
2337 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2338 * only has to bind textures and set the per texture states
2341 if (mapped_stage == -1) {
2342 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2343 return;
2346 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2347 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2348 return;
2350 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2351 checkGLcall("glActiveTextureARB");
2352 } else if (sampler > 0) {
2353 /* We can't do anything here */
2354 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2355 return;
2358 if(stateblock->textures[sampler]) {
2359 BOOL texIsPow2 = FALSE;
2361 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2362 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2363 * scaling is reapplied or removed, the texture matrix has to be reapplied
2365 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2366 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
2367 stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
2368 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0 ||
2369 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[5] != 1.0 ) {
2370 texIsPow2 = TRUE;
2372 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2373 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0) {
2374 texIsPow2 = TRUE;
2378 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2379 context->lastWasPow2Texture[sampler] = texIsPow2;
2380 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2384 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2385 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2387 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2388 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2389 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2390 GL_TEXTURE_LOD_BIAS_EXT,
2391 tmpvalue.f);
2392 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
2395 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2396 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2397 /* Using a pixel shader? Verify the sampler types */
2399 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2400 * dimensions because the shader knows from which texture type to sample from. For the sake of
2401 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2402 * dimensions. This should make wrong sampling sources visible :-)
2404 glEnable(stateblock->textureDimensions[sampler]);
2405 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2406 } else if(sampler < stateblock->lowest_disabled_stage) {
2407 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2408 activate_dimensions(sampler, stateblock, context);
2411 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2412 /* If color keying is enabled update the alpha test, it depends on the existence
2413 * of a color key in stage 0
2415 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2418 } else if(mapped_stage < GL_LIMITS(textures)) {
2419 if(sampler < stateblock->lowest_disabled_stage) {
2420 /* TODO: What should I do with pixel shaders here ??? */
2421 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2422 activate_dimensions(sampler, stateblock, context);
2424 } /* Otherwise tex_colorop disables the stage */
2425 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2426 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2430 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2431 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2432 BOOL use_pshader = use_ps(device);
2433 BOOL use_vshader = use_vs(device);
2434 BOOL update_fog = FALSE;
2435 int i;
2437 if (use_pshader) {
2438 if(!context->last_was_pshader) {
2439 /* Former draw without a pixel shader, some samplers
2440 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2441 * make sure to enable them
2443 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2444 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2445 sampler(STATE_SAMPLER(i), stateblock, context);
2448 update_fog = TRUE;
2449 } else {
2450 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2451 * if a different texture was bound. I don't have to do anything.
2455 /* Compile and bind the shader */
2456 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2457 } else {
2458 /* Disabled the pixel shader - color ops weren't applied
2459 * while it was enabled, so re-apply them.
2461 for(i=0; i < MAX_TEXTURES; i++) {
2462 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2463 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2466 if(context->last_was_pshader)
2467 update_fog = TRUE;
2470 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2471 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2473 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2474 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2478 if(update_fog)
2479 state_fog(state, stateblock, context);
2481 context->last_was_pshader = use_pshader;
2484 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2485 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2487 if(stateblock->pixelShader && stage != 0 &&
2488 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2489 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2490 * anyway
2492 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2493 !isStateDirty(context, STATE_PIXELSHADER)) {
2494 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2498 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2499 if(stage >= GL_LIMITS(texture_stages)) {
2500 WARN("Bump env matrix of unsupported stage set\n");
2501 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2502 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2503 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2505 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2506 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2507 checkGLcall("glTexBumpParameterfvATI");
2509 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2510 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2511 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2512 * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2513 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2514 * for stage + 1. Keep the nvrc tex unit mapping in mind too
2516 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2518 if(mapped_stage < GL_LIMITS(textures)) {
2519 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2520 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2522 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2523 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2524 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
2529 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2530 /* This function is called by transform_view below if the view matrix was changed too
2532 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2533 * does not always update the world matrix, only on a switch between transformed
2534 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2535 * draw, but that should be rather rare and cheaper in total.
2537 glMatrixMode(GL_MODELVIEW);
2538 checkGLcall("glMatrixMode");
2540 if(context->last_was_rhw) {
2541 glLoadIdentity();
2542 checkGLcall("glLoadIdentity()");
2543 } else {
2544 /* In the general case, the view matrix is the identity matrix */
2545 if (stateblock->wineD3DDevice->view_ident) {
2546 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2547 checkGLcall("glLoadMatrixf");
2548 } else {
2549 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2550 checkGLcall("glLoadMatrixf");
2551 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2552 checkGLcall("glMultMatrixf");
2557 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2558 UINT index = state - STATE_CLIPPLANE(0);
2560 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2561 return;
2564 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2565 glMatrixMode(GL_MODELVIEW);
2566 glPushMatrix();
2567 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2569 TRACE("Clipplane [%f,%f,%f,%f]\n",
2570 stateblock->clipplane[index][0],
2571 stateblock->clipplane[index][1],
2572 stateblock->clipplane[index][2],
2573 stateblock->clipplane[index][3]);
2574 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2575 checkGLcall("glClipPlane");
2577 glPopMatrix();
2580 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2581 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2582 GLenum glMat;
2583 TRACE("Setting world matrix %d\n", matrix);
2585 if(matrix >= GL_LIMITS(blends)) {
2586 WARN("Unsupported blend matrix set\n");
2587 return;
2588 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2589 return;
2592 /* GL_MODELVIEW0_ARB: 0x1700
2593 * GL_MODELVIEW1_ARB: 0x0x850a
2594 * GL_MODELVIEW2_ARB: 0x8722
2595 * GL_MODELVIEW3_ARB: 0x8723
2596 * etc
2597 * GL_MODELVIEW31_ARB: 0x873F
2599 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2600 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2602 glMatrixMode(glMat);
2603 checkGLcall("glMatrixMode(glMat)");
2605 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2606 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2608 if(stateblock->wineD3DDevice->view_ident) {
2609 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2610 checkGLcall("glLoadMatrixf")
2611 } else {
2612 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2613 checkGLcall("glLoadMatrixf")
2614 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2615 checkGLcall("glMultMatrixf")
2619 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2620 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2622 switch(val) {
2623 case WINED3DVBF_1WEIGHTS:
2624 case WINED3DVBF_2WEIGHTS:
2625 case WINED3DVBF_3WEIGHTS:
2626 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2627 glEnable(GL_VERTEX_BLEND_ARB);
2628 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2630 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2631 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2633 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2635 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2636 int i;
2637 for(i = 1; i < GL_LIMITS(blends); i++) {
2638 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2639 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2642 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2644 } else {
2645 static BOOL once = FALSE;
2646 if(!once) {
2647 once = TRUE;
2648 /* TODO: Implement vertex blending in drawStridedSlow */
2649 FIXME("Vertex blending enabled, but not supported by hardware\n");
2652 break;
2654 case WINED3DVBF_DISABLE:
2655 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2656 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2657 glDisable(GL_VERTEX_BLEND_ARB);
2658 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2659 } else {
2660 TRACE("Vertex blending disabled\n");
2662 break;
2664 case WINED3DVBF_TWEENING:
2665 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2666 * vertex weights in the vertices?
2667 * For now we don't report that as supported, so a warn should suffice
2669 WARN("Tweening not supported yet\n");
2670 break;
2674 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2675 unsigned int k;
2677 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2678 * NOTE: We have to reset the positions even if the light/plane is not currently
2679 * enabled, since the call to enable it will not reset the position.
2680 * NOTE2: Apparently texture transforms do NOT need reapplying
2683 PLIGHTINFOEL *light = NULL;
2685 glMatrixMode(GL_MODELVIEW);
2686 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2687 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2688 checkGLcall("glLoadMatrixf(...)");
2690 /* Reset lights. TODO: Call light apply func */
2691 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2692 light = stateblock->activeLights[k];
2693 if(!light) continue;
2694 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2695 checkGLcall("glLightfv posn");
2696 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2697 checkGLcall("glLightfv dirn");
2700 /* Reset Clipping Planes */
2701 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2702 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2703 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2707 if(context->last_was_rhw) {
2708 glLoadIdentity();
2709 checkGLcall("glLoadIdentity()");
2710 /* No need to update the world matrix, the identity is fine */
2711 return;
2714 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2715 * No need to do it here if the state is scheduled for update.
2717 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2718 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2721 /* Avoid looping over a number of matrices if the app never used the functionality */
2722 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2723 for(k = 1; k < GL_LIMITS(blends); k++) {
2724 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2725 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2731 static const GLfloat invymat[16] = {
2732 1.0f, 0.0f, 0.0f, 0.0f,
2733 0.0f, -1.0f, 0.0f, 0.0f,
2734 0.0f, 0.0f, 1.0f, 0.0f,
2735 0.0f, 0.0f, 0.0f, 1.0f};
2737 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2738 glMatrixMode(GL_PROJECTION);
2739 checkGLcall("glMatrixMode(GL_PROJECTION)");
2740 glLoadIdentity();
2741 checkGLcall("glLoadIdentity");
2743 if(context->last_was_rhw) {
2744 double X, Y, height, width, minZ, maxZ;
2746 X = stateblock->viewport.X;
2747 Y = stateblock->viewport.Y;
2748 height = stateblock->viewport.Height;
2749 width = stateblock->viewport.Width;
2750 minZ = stateblock->viewport.MinZ;
2751 maxZ = stateblock->viewport.MaxZ;
2753 if(!stateblock->wineD3DDevice->untransformed) {
2754 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2755 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2756 * suppress depth clipping. This can be done because it is an orthogonal projection and
2757 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
2758 * Persia 3D need this.
2760 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
2761 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
2762 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
2763 * to the viewer.
2765 * Also note that this breaks z comparison against z values filled in with clear,
2766 * but no app depending on that and disabled clipping has been found yet. Comparing
2767 * primitives against themselves works, so the Z buffer is still intact for normal hidden
2768 * surface removal.
2770 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
2771 * but this would break Z buffer operation. Raising the range to something less than
2772 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
2773 * problem either.
2775 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2776 if(stateblock->wineD3DDevice->render_offscreen) {
2777 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2778 } else {
2779 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2781 } else {
2782 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2783 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2784 * unmodified to opengl.
2786 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2787 * replacement shader.
2789 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2790 if(stateblock->wineD3DDevice->render_offscreen) {
2791 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
2792 } else {
2793 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
2796 checkGLcall("glOrtho");
2798 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
2799 glTranslatef(0.5, 0.5, 0);
2800 checkGLcall("glTranslatef(0.5, 0.5, 0)");
2801 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2802 * render everything upside down when rendering offscreen. */
2803 if (stateblock->wineD3DDevice->render_offscreen) {
2804 glMultMatrixf(invymat);
2805 checkGLcall("glMultMatrixf(invymat)");
2807 } else {
2808 /* The rule is that the window coordinate 0 does not correspond to the
2809 beginning of the first pixel, but the center of the first pixel.
2810 As a consequence if you want to correctly draw one line exactly from
2811 the left to the right end of the viewport (with all matrices set to
2812 be identity), the x coords of both ends of the line would be not
2813 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2814 instead.
2816 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
2817 divide by the Width/Height, so we need the half range(1.0) to translate by
2818 half a pixel.
2820 The other fun is that d3d's output z range after the transformation is [0;1],
2821 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
2822 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
2823 of Z buffer precision and the clear values do not match in the z test. Thus scale
2824 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
2826 glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
2827 checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
2828 glScalef(1.0, 1.0, 2.0);
2830 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2831 * render everything upside down when rendering offscreen. */
2832 if (stateblock->wineD3DDevice->render_offscreen) {
2833 glMultMatrixf(invymat);
2834 checkGLcall("glMultMatrixf(invymat)");
2836 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2837 checkGLcall("glLoadMatrixf");
2841 /* This should match any arrays loaded in loadVertexData.
2842 * stateblock impl is required for GL_SUPPORT
2843 * TODO: Only load / unload arrays if we have to.
2845 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2846 glDisableClientState(GL_VERTEX_ARRAY);
2847 glDisableClientState(GL_NORMAL_ARRAY);
2848 glDisableClientState(GL_COLOR_ARRAY);
2849 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2850 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2852 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2853 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2854 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2855 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2857 unloadTexCoords(stateblock);
2860 /* This should match any arrays loaded in loadNumberedArrays
2861 * TODO: Only load / unload arrays if we have to.
2863 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2864 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2865 GLint maxAttribs;
2866 int i;
2868 /* Leave all the attribs disabled */
2869 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2870 /* MESA does not support it right not */
2871 if (glGetError() != GL_NO_ERROR)
2872 maxAttribs = 16;
2873 for (i = 0; i < maxAttribs; ++i) {
2874 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2875 checkGLcall("glDisableVertexAttribArrayARB(reg)");
2879 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2880 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2881 int i;
2882 UINT *offset = stateblock->streamOffset;
2884 /* Default to no instancing */
2885 stateblock->wineD3DDevice->instancedDraw = FALSE;
2887 if(((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->half_float_conv_needed) {
2888 /* This will be handled using drawStridedSlow */
2889 return;
2892 for (i = 0; i < MAX_ATTRIBS; i++) {
2894 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2895 continue;
2897 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2898 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2899 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2900 stateblock->wineD3DDevice->instancedDraw = TRUE;
2901 continue;
2904 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2906 if(strided->u.input[i].dwStride) {
2907 if(curVBO != strided->u.input[i].VBO) {
2908 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2909 checkGLcall("glBindBufferARB");
2910 curVBO = strided->u.input[i].VBO;
2912 GL_EXTCALL(glVertexAttribPointerARB(i,
2913 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2914 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2915 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2916 strided->u.input[i].dwStride,
2917 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2918 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2919 } else {
2920 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2921 * set up the attribute statically. But we have to figure out the system memory address.
2923 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2924 if(strided->u.input[i].VBO) {
2925 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2926 ptr += (long) vb->resource.allocatedMemory;
2928 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2930 switch(strided->u.input[i].dwType) {
2931 case WINED3DDECLTYPE_FLOAT1:
2932 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2933 break;
2934 case WINED3DDECLTYPE_FLOAT2:
2935 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2936 break;
2937 case WINED3DDECLTYPE_FLOAT3:
2938 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2939 break;
2940 case WINED3DDECLTYPE_FLOAT4:
2941 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2942 break;
2944 case WINED3DDECLTYPE_UBYTE4:
2945 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2946 break;
2947 case WINED3DDECLTYPE_UBYTE4N:
2948 case WINED3DDECLTYPE_D3DCOLOR:
2949 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2950 break;
2952 case WINED3DDECLTYPE_SHORT2:
2953 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2954 break;
2955 case WINED3DDECLTYPE_SHORT4:
2956 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2957 break;
2959 case WINED3DDECLTYPE_SHORT2N:
2961 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2962 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2963 break;
2965 case WINED3DDECLTYPE_USHORT2N:
2967 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2968 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2969 break;
2971 case WINED3DDECLTYPE_SHORT4N:
2972 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2973 break;
2974 case WINED3DDECLTYPE_USHORT4N:
2975 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2976 break;
2978 case WINED3DDECLTYPE_UDEC3:
2979 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2980 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2981 break;
2982 case WINED3DDECLTYPE_DEC3N:
2983 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2984 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2985 break;
2987 case WINED3DDECLTYPE_FLOAT16_2:
2988 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2989 * byte float according to the IEEE standard
2991 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2992 break;
2993 case WINED3DDECLTYPE_FLOAT16_4:
2994 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2995 break;
2997 case WINED3DDECLTYPE_UNUSED:
2998 default:
2999 ERR("Unexpected declaration in stride 0 attributes\n");
3000 break;
3005 checkGLcall("Loading numbered arrays");
3008 /* Used from 2 different functions, and too big to justify making it inlined */
3009 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
3010 UINT *offset = stateblock->streamOffset;
3011 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3013 TRACE("Using fast vertex array code\n");
3015 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
3016 stateblock->wineD3DDevice->instancedDraw = FALSE;
3018 /* Blend Data ---------------------------------------------- */
3019 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
3020 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
3022 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3023 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3024 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3026 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
3027 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
3029 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
3031 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
3032 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
3033 sd->u.s.blendWeights.dwStride,
3034 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
3036 if(curVBO != sd->u.s.blendWeights.VBO) {
3037 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
3038 checkGLcall("glBindBufferARB");
3039 curVBO = sd->u.s.blendWeights.VBO;
3042 GL_EXTCALL(glWeightPointerARB)(
3043 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3044 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
3045 sd->u.s.blendWeights.dwStride,
3046 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3048 checkGLcall("glWeightPointerARB");
3050 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
3051 static BOOL showfixme = TRUE;
3052 if(showfixme){
3053 FIXME("blendMatrixIndices support\n");
3054 showfixme = FALSE;
3057 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
3058 /* FIXME("TODO\n");*/
3059 #if 0
3061 GL_EXTCALL(glVertexWeightPointerEXT)(
3062 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3063 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
3064 sd->u.s.blendWeights.dwStride,
3065 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
3066 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
3067 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
3068 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
3069 #endif
3071 } else {
3072 /* TODO: support blends in drawStridedSlow
3073 * No need to write a FIXME here, this is done after the general vertex decl decoding
3075 WARN("unsupported blending in openGl\n");
3077 } else {
3078 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3079 static const GLbyte one = 1;
3080 GL_EXTCALL(glWeightbvARB(1, &one));
3081 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
3085 #if 0 /* FOG ----------------------------------------------*/
3086 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
3087 /* TODO: fog*/
3088 if (GL_SUPPORT(EXT_FOG_COORD) {
3089 glEnableClientState(GL_FOG_COORDINATE_EXT);
3090 (GL_EXTCALL)(FogCoordPointerEXT)(
3091 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
3092 sd->u.s.fog.dwStride,
3093 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
3094 } else {
3095 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
3096 /* FIXME: fixme once */
3097 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
3099 } else {
3100 if (GL_SUPPRT(EXT_FOR_COORD) {
3101 /* make sure fog is disabled */
3102 glDisableClientState(GL_FOG_COORDINATE_EXT);
3105 #endif
3107 #if 0 /* tangents ----------------------------------------------*/
3108 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
3109 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3110 /* TODO: tangents*/
3111 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3112 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
3113 glEnable(GL_TANGENT_ARRAY_EXT);
3114 (GL_EXTCALL)(TangentPointerEXT)(
3115 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
3116 sd->u.s.tangent.dwStride,
3117 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
3118 } else {
3119 glDisable(GL_TANGENT_ARRAY_EXT);
3121 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3122 glEnable(GL_BINORMAL_ARRAY_EXT);
3123 (GL_EXTCALL)(BinormalPointerEXT)(
3124 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
3125 sd->u.s.binormal.dwStride,
3126 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
3127 } else{
3128 glDisable(GL_BINORMAL_ARRAY_EXT);
3131 } else {
3132 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
3133 /* FIXME: fixme once */
3134 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
3136 } else {
3137 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3138 /* make sure fog is disabled */
3139 glDisable(GL_TANGENT_ARRAY_EXT);
3140 glDisable(GL_BINORMAL_ARRAY_EXT);
3143 #endif
3145 /* Point Size ----------------------------------------------*/
3146 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
3148 /* no such functionality in the fixed function GL pipeline */
3149 TRACE("Cannot change ptSize here in openGl\n");
3150 /* TODO: Implement this function in using shaders if they are available */
3154 /* Vertex Pointers -----------------------------------------*/
3155 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
3156 /* Note dwType == float3 or float4 == 2 or 3 */
3157 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
3158 sd->u.s.position.dwStride,
3159 sd->u.s.position.dwType + 1,
3160 sd->u.s.position.lpData));
3162 if(curVBO != sd->u.s.position.VBO) {
3163 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
3164 checkGLcall("glBindBufferARB");
3165 curVBO = sd->u.s.position.VBO;
3168 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
3169 handling for rhw mode should not impact screen position whereas in GL it does.
3170 This may result in very slightly distored textures in rhw mode, but
3171 a very minimal different. There's always the other option of
3172 fixing the view matrix to prevent w from having any effect
3174 This only applies to user pointer sources, in VBOs the vertices are fixed up
3176 if(sd->u.s.position.VBO == 0) {
3177 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
3178 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3179 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3180 } else {
3181 glVertexPointer(
3182 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
3183 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3184 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3186 checkGLcall("glVertexPointer(...)");
3187 glEnableClientState(GL_VERTEX_ARRAY);
3188 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
3191 /* Normals -------------------------------------------------*/
3192 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
3193 /* Note dwType == float3 or float4 == 2 or 3 */
3194 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
3195 sd->u.s.normal.dwStride,
3196 sd->u.s.normal.lpData));
3197 if(curVBO != sd->u.s.normal.VBO) {
3198 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
3199 checkGLcall("glBindBufferARB");
3200 curVBO = sd->u.s.normal.VBO;
3202 glNormalPointer(
3203 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
3204 sd->u.s.normal.dwStride,
3205 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
3206 checkGLcall("glNormalPointer(...)");
3207 glEnableClientState(GL_NORMAL_ARRAY);
3208 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
3210 } else {
3211 glNormal3f(0, 0, 0);
3212 checkGLcall("glNormal3f(0, 0, 0)");
3215 /* Diffuse Colour --------------------------------------------*/
3216 /* WARNING: Data here MUST be in RGBA format, so cannot */
3217 /* go directly into fast mode from app pgm, because */
3218 /* directx requires data in BGRA format. */
3219 /* currently fixupVertices swizels the format, but this isn't */
3220 /* very practical when using VBOS */
3221 /* NOTE: Unless we write a vertex shader to swizel the colour */
3222 /* , or the user doesn't care and wants the speed advantage */
3224 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
3225 /* Note dwType == float3 or float4 == 2 or 3 */
3226 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3227 sd->u.s.diffuse.dwStride,
3228 sd->u.s.diffuse.lpData));
3230 if(curVBO != sd->u.s.diffuse.VBO) {
3231 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
3232 checkGLcall("glBindBufferARB");
3233 curVBO = sd->u.s.diffuse.VBO;
3235 glColorPointer(4, GL_UNSIGNED_BYTE,
3236 sd->u.s.diffuse.dwStride,
3237 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3238 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3239 glEnableClientState(GL_COLOR_ARRAY);
3240 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3242 } else {
3243 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3244 checkGLcall("glColor4f(1, 1, 1, 1)");
3247 /* Specular Colour ------------------------------------------*/
3248 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3249 TRACE("setting specular colour\n");
3250 /* Note dwType == float3 or float4 == 2 or 3 */
3251 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3252 sd->u.s.specular.dwStride,
3253 sd->u.s.specular.lpData));
3254 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3255 if(curVBO != sd->u.s.specular.VBO) {
3256 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3257 checkGLcall("glBindBufferARB");
3258 curVBO = sd->u.s.specular.VBO;
3260 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
3261 sd->u.s.specular.dwStride,
3262 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3263 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3264 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3265 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3266 } else {
3268 /* Missing specular color is not critical, no warnings */
3269 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3272 } else {
3273 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3274 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3275 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3276 } else {
3278 /* Missing specular color is not critical, no warnings */
3279 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3283 /* Texture coords -------------------------------------------*/
3284 loadTexCoords(stateblock, sd, &curVBO);
3287 static inline void drawPrimitiveTraceDataLocations(
3288 WineDirect3DVertexStridedData *dataLocations) {
3290 /* Dump out what parts we have supplied */
3291 TRACE("Strided Data:\n");
3292 TRACE_STRIDED((dataLocations), position);
3293 TRACE_STRIDED((dataLocations), blendWeights);
3294 TRACE_STRIDED((dataLocations), blendMatrixIndices);
3295 TRACE_STRIDED((dataLocations), normal);
3296 TRACE_STRIDED((dataLocations), pSize);
3297 TRACE_STRIDED((dataLocations), diffuse);
3298 TRACE_STRIDED((dataLocations), specular);
3299 TRACE_STRIDED((dataLocations), texCoords[0]);
3300 TRACE_STRIDED((dataLocations), texCoords[1]);
3301 TRACE_STRIDED((dataLocations), texCoords[2]);
3302 TRACE_STRIDED((dataLocations), texCoords[3]);
3303 TRACE_STRIDED((dataLocations), texCoords[4]);
3304 TRACE_STRIDED((dataLocations), texCoords[5]);
3305 TRACE_STRIDED((dataLocations), texCoords[6]);
3306 TRACE_STRIDED((dataLocations), texCoords[7]);
3307 TRACE_STRIDED((dataLocations), position2);
3308 TRACE_STRIDED((dataLocations), normal2);
3309 TRACE_STRIDED((dataLocations), tangent);
3310 TRACE_STRIDED((dataLocations), binormal);
3311 TRACE_STRIDED((dataLocations), tessFactor);
3312 TRACE_STRIDED((dataLocations), fog);
3313 TRACE_STRIDED((dataLocations), depth);
3314 TRACE_STRIDED((dataLocations), sample);
3316 return;
3319 /* Helper for vertexdeclaration() */
3320 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3321 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3322 BOOL fixup = FALSE;
3323 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3325 if(device->up_strided) {
3326 /* Note: this is a ddraw fixed-function code path */
3327 TRACE("================ Strided Input ===================\n");
3328 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3330 if(TRACE_ON(d3d)) {
3331 drawPrimitiveTraceDataLocations(dataLocations);
3333 } else {
3334 /* Note: This is a fixed function or shader codepath.
3335 * This means it must handle both types of strided data.
3336 * Shaders must go through here to zero the strided data, even if they
3337 * don't set any declaration at all
3339 TRACE("================ Vertex Declaration ===================\n");
3340 memset(dataLocations, 0, sizeof(*dataLocations));
3341 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3342 useVertexShaderFunction, dataLocations, &fixup);
3345 if (dataLocations->u.s.position_transformed) {
3346 useVertexShaderFunction = FALSE;
3349 /* Unload the old arrays before loading the new ones to get old junk out */
3350 if(context->numberedArraysLoaded) {
3351 unloadNumberedArrays(stateblock);
3352 context->numberedArraysLoaded = FALSE;
3354 if(context->namedArraysLoaded) {
3355 unloadVertexData(stateblock);
3356 context->namedArraysLoaded = FALSE;
3359 if(useVertexShaderFunction) {
3360 TRACE("Loading numbered arrays\n");
3361 loadNumberedArrays(stateblock, dataLocations);
3362 device->useDrawStridedSlow = FALSE;
3363 context->numberedArraysLoaded = TRUE;
3364 } else if (fixup ||
3365 (dataLocations->u.s.pSize.lpData == NULL &&
3366 dataLocations->u.s.diffuse.lpData == NULL &&
3367 dataLocations->u.s.specular.lpData == NULL)) {
3368 /* Load the vertex data using named arrays */
3369 TRACE("Loading vertex data\n");
3370 loadVertexData(stateblock, dataLocations);
3371 device->useDrawStridedSlow = FALSE;
3372 context->namedArraysLoaded = TRUE;
3373 } else {
3374 TRACE("Not loading vertex data\n");
3375 device->useDrawStridedSlow = TRUE;
3378 /* Generate some fixme's if unsupported functionality is being used */
3379 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3380 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3381 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3382 FIXME("Tweening is only valid with vertex shaders\n");
3384 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3385 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3387 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3388 FIXME("Extended attributes are only valid with vertex shaders\n");
3390 #undef BUFFER_OR_DATA
3393 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3394 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3395 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3396 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3397 BOOL transformed;
3398 /* Some stuff is in the device until we have per context tracking */
3399 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3400 BOOL wasrhw = context->last_was_rhw;
3402 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3403 * here simply check whether a shader was set, or the user disabled shaders
3405 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3406 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3407 useVertexShaderFunction = TRUE;
3409 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3410 updateFog = TRUE;
3412 } else if(context->last_was_foggy_shader) {
3413 updateFog = TRUE;
3416 handleStreams(stateblock, useVertexShaderFunction, context);
3418 transformed = device->strided_streams.u.s.position_transformed;
3419 if (transformed) useVertexShaderFunction = FALSE;
3421 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3422 updateFog = TRUE;
3425 /* Reapply lighting if it is not scheduled for reapplication already */
3426 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3427 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3430 if (transformed) {
3431 context->last_was_rhw = TRUE;
3432 } else {
3434 /* Untransformed, so relies on the view and projection matrices */
3435 context->last_was_rhw = FALSE;
3436 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3437 device->untransformed = TRUE;
3439 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3440 * Not needed as long as only hw shaders are supported
3443 /* This sets the shader output position correction constants.
3444 * TODO: Move to the viewport state
3446 if (useVertexShaderFunction) {
3447 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3448 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
3452 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3453 * off this function will be called again anyway to make sure they're properly set
3455 if(!useVertexShaderFunction) {
3456 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3457 * or transformed / untransformed was switched
3459 if(wasrhw != context->last_was_rhw &&
3460 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3461 !isStateDirty(context, STATE_VIEWPORT)) {
3462 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3464 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3465 * mode.
3467 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3468 * this check will fail and the matrix not applied again. This is OK because a simple
3469 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3470 * needs of the vertex declaration.
3472 * World and view matrix go into the same gl matrix, so only apply them when neither is
3473 * dirty
3475 if(transformed != wasrhw &&
3476 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3477 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3478 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3481 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3482 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3485 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3486 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3488 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
3489 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
3491 } else {
3492 /* We compile the shader here because we need the vertex declaration
3493 * in order to determine if we need to do any swizzling for D3DCOLOR
3494 * registers. If the shader is already compiled this call will do nothing. */
3495 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3497 if(!context->last_was_vshader) {
3498 int i;
3499 static BOOL warned = FALSE;
3500 /* Disable all clip planes to get defined results on all drivers. See comment in the
3501 * state_clipping state handler
3503 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3504 glDisable(GL_CLIP_PLANE0 + i);
3505 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3508 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3509 FIXME("Clipping not supported with vertex shaders\n");
3510 warned = TRUE;
3512 if(wasrhw) {
3513 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
3514 * shaders themselves do not need it, but the matrices are not reapplied automatically when
3515 * switching back from vertex shaders to fixed function processing. So make sure we leave the
3516 * fixed function vertex processing states back in a sane state before switching to shaders
3518 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3519 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3521 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3522 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3528 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3529 * application
3531 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3532 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3534 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3535 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3539 context->last_was_vshader = useVertexShaderFunction;
3541 if(updateFog) {
3542 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3544 if(!useVertexShaderFunction) {
3545 int i;
3546 for(i = 0; i < MAX_TEXTURES; i++) {
3547 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
3548 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
3554 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3555 UINT width, height;
3556 IWineD3DSurfaceImpl *target;
3558 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3559 checkGLcall("glDepthRange");
3560 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3562 if(stateblock->wineD3DDevice->render_offscreen) {
3563 glViewport(stateblock->viewport.X,
3564 stateblock->viewport.Y,
3565 stateblock->viewport.Width, stateblock->viewport.Height);
3566 } else {
3567 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
3568 target->get_drawable_size(target, &width, &height);
3570 glViewport(stateblock->viewport.X,
3571 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3572 stateblock->viewport.Width, stateblock->viewport.Height);
3575 checkGLcall("glViewport");
3577 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
3578 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
3579 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3580 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3582 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
3583 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
3587 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3588 UINT Index = state - STATE_ACTIVELIGHT(0);
3589 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3591 if(!lightInfo) {
3592 glDisable(GL_LIGHT0 + Index);
3593 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3594 } else {
3595 float quad_att;
3596 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3598 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3599 glMatrixMode(GL_MODELVIEW);
3600 glPushMatrix();
3601 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3603 /* Diffuse: */
3604 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3605 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3606 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3607 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3608 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3609 checkGLcall("glLightfv");
3611 /* Specular */
3612 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3613 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3614 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3615 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3616 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3617 checkGLcall("glLightfv");
3619 /* Ambient */
3620 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3621 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3622 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3623 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3624 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3625 checkGLcall("glLightfv");
3627 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3628 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3629 } else {
3630 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3633 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3634 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3635 * Attenuation0 to NaN and crashes in the gl lib
3638 switch (lightInfo->OriginalParms.Type) {
3639 case WINED3DLIGHT_POINT:
3640 /* Position */
3641 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3642 checkGLcall("glLightfv");
3643 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3644 checkGLcall("glLightf");
3645 /* Attenuation - Are these right? guessing... */
3646 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3647 checkGLcall("glLightf");
3648 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3649 checkGLcall("glLightf");
3650 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3651 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3652 checkGLcall("glLightf");
3653 /* FIXME: Range */
3654 break;
3656 case WINED3DLIGHT_SPOT:
3657 /* Position */
3658 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3659 checkGLcall("glLightfv");
3660 /* Direction */
3661 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3662 checkGLcall("glLightfv");
3663 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3664 checkGLcall("glLightf");
3665 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3666 checkGLcall("glLightf");
3667 /* Attenuation - Are these right? guessing... */
3668 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3669 checkGLcall("glLightf");
3670 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3671 checkGLcall("glLightf");
3672 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3673 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3674 checkGLcall("glLightf");
3675 /* FIXME: Range */
3676 break;
3678 case WINED3DLIGHT_DIRECTIONAL:
3679 /* Direction */
3680 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3681 checkGLcall("glLightfv");
3682 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3683 checkGLcall("glLightf");
3684 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3685 checkGLcall("glLightf");
3686 break;
3688 default:
3689 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3692 /* Restore the modelview matrix */
3693 glPopMatrix();
3695 glEnable(GL_LIGHT0 + Index);
3696 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3699 return;
3702 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3703 RECT *pRect = &stateblock->scissorRect;
3704 UINT height;
3705 UINT width;
3706 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
3708 target->get_drawable_size(target, &width, &height);
3709 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3710 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3712 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
3713 pRect->right - pRect->left, pRect->bottom - pRect->top);
3715 if (stateblock->wineD3DDevice->render_offscreen) {
3716 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3717 } else {
3718 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3720 checkGLcall("glScissor");
3723 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3724 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3725 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3726 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3727 } else {
3728 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3729 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3734 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3735 if(stateblock->wineD3DDevice->render_offscreen) {
3736 glFrontFace(GL_CCW);
3737 checkGLcall("glFrontFace(GL_CCW)");
3738 } else {
3739 glFrontFace(GL_CW);
3740 checkGLcall("glFrontFace(GL_CW)");
3744 const struct StateEntry StateTable[] =
3746 /* State name representative, apply function */
3747 { /* 0, Undefined */ 0, state_undefined },
3748 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3749 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3750 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3751 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3752 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3753 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3754 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3755 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3756 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3757 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3758 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3759 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3760 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3761 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3762 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3763 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3764 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3765 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3766 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3767 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3768 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3769 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3770 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3771 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3772 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3773 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3774 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3775 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3776 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3777 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3778 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3779 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3780 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3781 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3782 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3783 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3784 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3785 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3786 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3787 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3788 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3789 { /* 42, undefined */ 0, state_undefined },
3790 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3791 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3792 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3793 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3794 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3795 { /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog },
3796 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3797 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3798 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3799 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3800 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3801 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3802 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3803 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3804 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3805 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3806 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3807 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3808 { /* 61, Undefined */ 0, state_undefined },
3809 { /* 62, Undefined */ 0, state_undefined },
3810 { /* 63, Undefined */ 0, state_undefined },
3811 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3812 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3813 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3814 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3815 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3816 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3817 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3818 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3819 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3820 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3821 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3822 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3823 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3824 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3825 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3826 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3827 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3828 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3829 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3830 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3831 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3832 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3833 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3834 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3835 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3836 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3837 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3838 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3839 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3840 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3841 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3842 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3843 { /* 96, Undefined */ 0, state_undefined },
3844 { /* 97, Undefined */ 0, state_undefined },
3845 { /* 98, Undefined */ 0, state_undefined },
3846 { /* 99, Undefined */ 0, state_undefined },
3847 { /*100, Undefined */ 0, state_undefined },
3848 { /*101, Undefined */ 0, state_undefined },
3849 { /*102, Undefined */ 0, state_undefined },
3850 { /*103, Undefined */ 0, state_undefined },
3851 { /*104, Undefined */ 0, state_undefined },
3852 { /*105, Undefined */ 0, state_undefined },
3853 { /*106, Undefined */ 0, state_undefined },
3854 { /*107, Undefined */ 0, state_undefined },
3855 { /*108, Undefined */ 0, state_undefined },
3856 { /*109, Undefined */ 0, state_undefined },
3857 { /*110, Undefined */ 0, state_undefined },
3858 { /*111, Undefined */ 0, state_undefined },
3859 { /*112, Undefined */ 0, state_undefined },
3860 { /*113, Undefined */ 0, state_undefined },
3861 { /*114, Undefined */ 0, state_undefined },
3862 { /*115, Undefined */ 0, state_undefined },
3863 { /*116, Undefined */ 0, state_undefined },
3864 { /*117, Undefined */ 0, state_undefined },
3865 { /*118, Undefined */ 0, state_undefined },
3866 { /*119, Undefined */ 0, state_undefined },
3867 { /*120, Undefined */ 0, state_undefined },
3868 { /*121, Undefined */ 0, state_undefined },
3869 { /*122, Undefined */ 0, state_undefined },
3870 { /*123, Undefined */ 0, state_undefined },
3871 { /*124, Undefined */ 0, state_undefined },
3872 { /*125, Undefined */ 0, state_undefined },
3873 { /*126, Undefined */ 0, state_undefined },
3874 { /*127, Undefined */ 0, state_undefined },
3875 /* Big hole ends */
3876 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3877 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3878 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3879 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3880 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3881 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3882 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3883 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3884 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3885 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3886 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3887 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3888 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3889 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3890 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3891 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3892 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3893 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3894 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3895 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3896 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3897 { /*149, Undefined */ 0, state_undefined },
3898 { /*150, Undefined */ 0, state_undefined },
3899 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
3900 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3901 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3902 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3903 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3904 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3905 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3906 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3907 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3908 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3909 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3910 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3911 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3912 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3913 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3914 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3915 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3916 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3917 { /*169, Undefined */ 0, state_undefined },
3918 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3919 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3920 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3921 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3922 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3923 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3924 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3925 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3926 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3927 { /*177, undefined */ 0, state_undefined },
3928 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3929 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3930 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3931 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3932 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3933 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3934 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3935 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3936 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3937 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3938 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3939 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3940 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3941 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3942 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3943 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3944 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_PIXELSHADER, pixelshader },
3945 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3946 { /*196, undefined */ 0, state_undefined },
3947 { /*197, undefined */ 0, state_undefined },
3948 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3949 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3950 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3951 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3952 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3953 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3954 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3955 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3956 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3957 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3958 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3959 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3960 /* Texture stage states */
3961 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3962 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3963 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3964 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3965 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3966 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3967 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3968 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3969 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3970 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3971 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3972 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3973 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3974 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3975 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3976 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3977 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3978 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3979 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3980 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3981 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3982 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3983 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3984 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3985 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3986 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3987 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3988 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3989 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3990 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3991 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3992 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3994 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3995 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3996 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3997 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3998 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3999 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4000 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4001 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4002 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4003 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4004 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4005 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4006 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4007 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4008 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4009 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4010 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4011 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4012 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4013 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4014 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4015 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4016 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4017 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4018 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4019 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
4020 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
4021 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
4022 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4023 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4024 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4025 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4027 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4028 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4029 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4030 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4031 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4032 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4033 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4034 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4035 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4036 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4037 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4038 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4039 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4040 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4041 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4042 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4043 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4044 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4045 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4046 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4047 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4048 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4049 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4050 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4051 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4052 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
4053 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
4054 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
4055 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4056 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4057 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4058 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4060 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4061 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4062 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4063 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4064 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4065 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4066 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4067 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4068 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4069 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4070 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4071 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4072 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4073 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4074 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4075 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4076 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4077 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4078 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4079 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4080 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4081 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4082 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4083 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4084 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4085 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4086 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4087 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
4088 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4089 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4090 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4091 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4093 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4094 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4095 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4096 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4097 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4098 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4099 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4100 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4101 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4102 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4103 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4104 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4105 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4106 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4107 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4108 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4109 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4110 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4111 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4112 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4113 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4114 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4115 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4116 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4117 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4118 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4119 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4120 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
4121 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4122 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4123 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4124 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4126 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4127 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4128 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4129 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4130 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4131 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4132 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4133 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4134 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4135 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4136 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4137 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4138 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4139 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4140 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4141 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4142 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4143 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4144 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4145 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4146 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4147 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4148 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4149 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4150 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4151 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4152 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4153 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
4154 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4155 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4156 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4157 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4159 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4160 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4161 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4162 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4163 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4164 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4165 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4166 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4167 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4168 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4169 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4170 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4171 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4172 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4173 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4174 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4175 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4176 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4177 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4178 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4179 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4180 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4181 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4182 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4183 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4184 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4185 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4186 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
4187 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4188 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4189 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4190 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4192 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4193 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4194 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4195 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4196 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4197 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4198 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4199 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4200 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4201 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4202 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4203 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4204 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4205 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4206 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4207 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4208 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4209 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4210 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4211 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4212 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4213 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4214 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4215 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4216 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4217 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4218 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4219 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
4220 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4221 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4222 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4223 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4224 /* Sampler states */
4225 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
4226 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
4227 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
4228 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
4229 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
4230 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
4231 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
4232 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
4233 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
4234 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
4235 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
4236 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
4237 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
4238 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
4239 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
4240 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
4241 { /*16, Vertex sampler 0 */ STATE_SAMPLER(16), sampler },
4242 { /*17, Vertex sampler 1 */ STATE_SAMPLER(17), sampler },
4243 { /*18, Vertex sampler 2 */ STATE_SAMPLER(18), sampler },
4244 { /*19, Vertex sampler 3 */ STATE_SAMPLER(19), sampler },
4245 /* Pixel shader */
4246 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
4247 /* Transform states follow */
4248 { /* 1, undefined */ 0, state_undefined },
4249 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
4250 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
4251 { /* 4, undefined */ 0, state_undefined },
4252 { /* 5, undefined */ 0, state_undefined },
4253 { /* 6, undefined */ 0, state_undefined },
4254 { /* 7, undefined */ 0, state_undefined },
4255 { /* 8, undefined */ 0, state_undefined },
4256 { /* 9, undefined */ 0, state_undefined },
4257 { /* 10, undefined */ 0, state_undefined },
4258 { /* 11, undefined */ 0, state_undefined },
4259 { /* 12, undefined */ 0, state_undefined },
4260 { /* 13, undefined */ 0, state_undefined },
4261 { /* 14, undefined */ 0, state_undefined },
4262 { /* 15, undefined */ 0, state_undefined },
4263 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
4264 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4265 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4266 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4267 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4268 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4269 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4270 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4271 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
4272 { /* 24, undefined */ 0, state_undefined },
4273 { /* 25, undefined */ 0, state_undefined },
4274 { /* 26, undefined */ 0, state_undefined },
4275 { /* 27, undefined */ 0, state_undefined },
4276 { /* 28, undefined */ 0, state_undefined },
4277 { /* 29, undefined */ 0, state_undefined },
4278 { /* 30, undefined */ 0, state_undefined },
4279 { /* 31, undefined */ 0, state_undefined },
4280 { /* 32, undefined */ 0, state_undefined },
4281 { /* 33, undefined */ 0, state_undefined },
4282 { /* 34, undefined */ 0, state_undefined },
4283 { /* 35, undefined */ 0, state_undefined },
4284 { /* 36, undefined */ 0, state_undefined },
4285 { /* 37, undefined */ 0, state_undefined },
4286 { /* 38, undefined */ 0, state_undefined },
4287 { /* 39, undefined */ 0, state_undefined },
4288 { /* 40, undefined */ 0, state_undefined },
4289 { /* 41, undefined */ 0, state_undefined },
4290 { /* 42, undefined */ 0, state_undefined },
4291 { /* 43, undefined */ 0, state_undefined },
4292 { /* 44, undefined */ 0, state_undefined },
4293 { /* 45, undefined */ 0, state_undefined },
4294 { /* 46, undefined */ 0, state_undefined },
4295 { /* 47, undefined */ 0, state_undefined },
4296 { /* 48, undefined */ 0, state_undefined },
4297 { /* 49, undefined */ 0, state_undefined },
4298 { /* 50, undefined */ 0, state_undefined },
4299 { /* 51, undefined */ 0, state_undefined },
4300 { /* 52, undefined */ 0, state_undefined },
4301 { /* 53, undefined */ 0, state_undefined },
4302 { /* 54, undefined */ 0, state_undefined },
4303 { /* 55, undefined */ 0, state_undefined },
4304 { /* 56, undefined */ 0, state_undefined },
4305 { /* 57, undefined */ 0, state_undefined },
4306 { /* 58, undefined */ 0, state_undefined },
4307 { /* 59, undefined */ 0, state_undefined },
4308 { /* 60, undefined */ 0, state_undefined },
4309 { /* 61, undefined */ 0, state_undefined },
4310 { /* 62, undefined */ 0, state_undefined },
4311 { /* 63, undefined */ 0, state_undefined },
4312 { /* 64, undefined */ 0, state_undefined },
4313 { /* 65, undefined */ 0, state_undefined },
4314 { /* 66, undefined */ 0, state_undefined },
4315 { /* 67, undefined */ 0, state_undefined },
4316 { /* 68, undefined */ 0, state_undefined },
4317 { /* 69, undefined */ 0, state_undefined },
4318 { /* 70, undefined */ 0, state_undefined },
4319 { /* 71, undefined */ 0, state_undefined },
4320 { /* 72, undefined */ 0, state_undefined },
4321 { /* 73, undefined */ 0, state_undefined },
4322 { /* 74, undefined */ 0, state_undefined },
4323 { /* 75, undefined */ 0, state_undefined },
4324 { /* 76, undefined */ 0, state_undefined },
4325 { /* 77, undefined */ 0, state_undefined },
4326 { /* 78, undefined */ 0, state_undefined },
4327 { /* 79, undefined */ 0, state_undefined },
4328 { /* 80, undefined */ 0, state_undefined },
4329 { /* 81, undefined */ 0, state_undefined },
4330 { /* 82, undefined */ 0, state_undefined },
4331 { /* 83, undefined */ 0, state_undefined },
4332 { /* 84, undefined */ 0, state_undefined },
4333 { /* 85, undefined */ 0, state_undefined },
4334 { /* 86, undefined */ 0, state_undefined },
4335 { /* 87, undefined */ 0, state_undefined },
4336 { /* 88, undefined */ 0, state_undefined },
4337 { /* 89, undefined */ 0, state_undefined },
4338 { /* 90, undefined */ 0, state_undefined },
4339 { /* 91, undefined */ 0, state_undefined },
4340 { /* 92, undefined */ 0, state_undefined },
4341 { /* 93, undefined */ 0, state_undefined },
4342 { /* 94, undefined */ 0, state_undefined },
4343 { /* 95, undefined */ 0, state_undefined },
4344 { /* 96, undefined */ 0, state_undefined },
4345 { /* 97, undefined */ 0, state_undefined },
4346 { /* 98, undefined */ 0, state_undefined },
4347 { /* 99, undefined */ 0, state_undefined },
4348 { /*100, undefined */ 0, state_undefined },
4349 { /*101, undefined */ 0, state_undefined },
4350 { /*102, undefined */ 0, state_undefined },
4351 { /*103, undefined */ 0, state_undefined },
4352 { /*104, undefined */ 0, state_undefined },
4353 { /*105, undefined */ 0, state_undefined },
4354 { /*106, undefined */ 0, state_undefined },
4355 { /*107, undefined */ 0, state_undefined },
4356 { /*108, undefined */ 0, state_undefined },
4357 { /*109, undefined */ 0, state_undefined },
4358 { /*110, undefined */ 0, state_undefined },
4359 { /*111, undefined */ 0, state_undefined },
4360 { /*112, undefined */ 0, state_undefined },
4361 { /*113, undefined */ 0, state_undefined },
4362 { /*114, undefined */ 0, state_undefined },
4363 { /*115, undefined */ 0, state_undefined },
4364 { /*116, undefined */ 0, state_undefined },
4365 { /*117, undefined */ 0, state_undefined },
4366 { /*118, undefined */ 0, state_undefined },
4367 { /*119, undefined */ 0, state_undefined },
4368 { /*120, undefined */ 0, state_undefined },
4369 { /*121, undefined */ 0, state_undefined },
4370 { /*122, undefined */ 0, state_undefined },
4371 { /*123, undefined */ 0, state_undefined },
4372 { /*124, undefined */ 0, state_undefined },
4373 { /*125, undefined */ 0, state_undefined },
4374 { /*126, undefined */ 0, state_undefined },
4375 { /*127, undefined */ 0, state_undefined },
4376 { /*128, undefined */ 0, state_undefined },
4377 { /*129, undefined */ 0, state_undefined },
4378 { /*130, undefined */ 0, state_undefined },
4379 { /*131, undefined */ 0, state_undefined },
4380 { /*132, undefined */ 0, state_undefined },
4381 { /*133, undefined */ 0, state_undefined },
4382 { /*134, undefined */ 0, state_undefined },
4383 { /*135, undefined */ 0, state_undefined },
4384 { /*136, undefined */ 0, state_undefined },
4385 { /*137, undefined */ 0, state_undefined },
4386 { /*138, undefined */ 0, state_undefined },
4387 { /*139, undefined */ 0, state_undefined },
4388 { /*140, undefined */ 0, state_undefined },
4389 { /*141, undefined */ 0, state_undefined },
4390 { /*142, undefined */ 0, state_undefined },
4391 { /*143, undefined */ 0, state_undefined },
4392 { /*144, undefined */ 0, state_undefined },
4393 { /*145, undefined */ 0, state_undefined },
4394 { /*146, undefined */ 0, state_undefined },
4395 { /*147, undefined */ 0, state_undefined },
4396 { /*148, undefined */ 0, state_undefined },
4397 { /*149, undefined */ 0, state_undefined },
4398 { /*150, undefined */ 0, state_undefined },
4399 { /*151, undefined */ 0, state_undefined },
4400 { /*152, undefined */ 0, state_undefined },
4401 { /*153, undefined */ 0, state_undefined },
4402 { /*154, undefined */ 0, state_undefined },
4403 { /*155, undefined */ 0, state_undefined },
4404 { /*156, undefined */ 0, state_undefined },
4405 { /*157, undefined */ 0, state_undefined },
4406 { /*158, undefined */ 0, state_undefined },
4407 { /*159, undefined */ 0, state_undefined },
4408 { /*160, undefined */ 0, state_undefined },
4409 { /*161, undefined */ 0, state_undefined },
4410 { /*162, undefined */ 0, state_undefined },
4411 { /*163, undefined */ 0, state_undefined },
4412 { /*164, undefined */ 0, state_undefined },
4413 { /*165, undefined */ 0, state_undefined },
4414 { /*166, undefined */ 0, state_undefined },
4415 { /*167, undefined */ 0, state_undefined },
4416 { /*168, undefined */ 0, state_undefined },
4417 { /*169, undefined */ 0, state_undefined },
4418 { /*170, undefined */ 0, state_undefined },
4419 { /*171, undefined */ 0, state_undefined },
4420 { /*172, undefined */ 0, state_undefined },
4421 { /*173, undefined */ 0, state_undefined },
4422 { /*174, undefined */ 0, state_undefined },
4423 { /*175, undefined */ 0, state_undefined },
4424 { /*176, undefined */ 0, state_undefined },
4425 { /*177, undefined */ 0, state_undefined },
4426 { /*178, undefined */ 0, state_undefined },
4427 { /*179, undefined */ 0, state_undefined },
4428 { /*180, undefined */ 0, state_undefined },
4429 { /*181, undefined */ 0, state_undefined },
4430 { /*182, undefined */ 0, state_undefined },
4431 { /*183, undefined */ 0, state_undefined },
4432 { /*184, undefined */ 0, state_undefined },
4433 { /*185, undefined */ 0, state_undefined },
4434 { /*186, undefined */ 0, state_undefined },
4435 { /*187, undefined */ 0, state_undefined },
4436 { /*188, undefined */ 0, state_undefined },
4437 { /*189, undefined */ 0, state_undefined },
4438 { /*190, undefined */ 0, state_undefined },
4439 { /*191, undefined */ 0, state_undefined },
4440 { /*192, undefined */ 0, state_undefined },
4441 { /*193, undefined */ 0, state_undefined },
4442 { /*194, undefined */ 0, state_undefined },
4443 { /*195, undefined */ 0, state_undefined },
4444 { /*196, undefined */ 0, state_undefined },
4445 { /*197, undefined */ 0, state_undefined },
4446 { /*198, undefined */ 0, state_undefined },
4447 { /*199, undefined */ 0, state_undefined },
4448 { /*200, undefined */ 0, state_undefined },
4449 { /*201, undefined */ 0, state_undefined },
4450 { /*202, undefined */ 0, state_undefined },
4451 { /*203, undefined */ 0, state_undefined },
4452 { /*204, undefined */ 0, state_undefined },
4453 { /*205, undefined */ 0, state_undefined },
4454 { /*206, undefined */ 0, state_undefined },
4455 { /*207, undefined */ 0, state_undefined },
4456 { /*208, undefined */ 0, state_undefined },
4457 { /*209, undefined */ 0, state_undefined },
4458 { /*210, undefined */ 0, state_undefined },
4459 { /*211, undefined */ 0, state_undefined },
4460 { /*212, undefined */ 0, state_undefined },
4461 { /*213, undefined */ 0, state_undefined },
4462 { /*214, undefined */ 0, state_undefined },
4463 { /*215, undefined */ 0, state_undefined },
4464 { /*216, undefined */ 0, state_undefined },
4465 { /*217, undefined */ 0, state_undefined },
4466 { /*218, undefined */ 0, state_undefined },
4467 { /*219, undefined */ 0, state_undefined },
4468 { /*220, undefined */ 0, state_undefined },
4469 { /*221, undefined */ 0, state_undefined },
4470 { /*222, undefined */ 0, state_undefined },
4471 { /*223, undefined */ 0, state_undefined },
4472 { /*224, undefined */ 0, state_undefined },
4473 { /*225, undefined */ 0, state_undefined },
4474 { /*226, undefined */ 0, state_undefined },
4475 { /*227, undefined */ 0, state_undefined },
4476 { /*228, undefined */ 0, state_undefined },
4477 { /*229, undefined */ 0, state_undefined },
4478 { /*230, undefined */ 0, state_undefined },
4479 { /*231, undefined */ 0, state_undefined },
4480 { /*232, undefined */ 0, state_undefined },
4481 { /*233, undefined */ 0, state_undefined },
4482 { /*234, undefined */ 0, state_undefined },
4483 { /*235, undefined */ 0, state_undefined },
4484 { /*236, undefined */ 0, state_undefined },
4485 { /*237, undefined */ 0, state_undefined },
4486 { /*238, undefined */ 0, state_undefined },
4487 { /*239, undefined */ 0, state_undefined },
4488 { /*240, undefined */ 0, state_undefined },
4489 { /*241, undefined */ 0, state_undefined },
4490 { /*242, undefined */ 0, state_undefined },
4491 { /*243, undefined */ 0, state_undefined },
4492 { /*244, undefined */ 0, state_undefined },
4493 { /*245, undefined */ 0, state_undefined },
4494 { /*246, undefined */ 0, state_undefined },
4495 { /*247, undefined */ 0, state_undefined },
4496 { /*248, undefined */ 0, state_undefined },
4497 { /*249, undefined */ 0, state_undefined },
4498 { /*250, undefined */ 0, state_undefined },
4499 { /*251, undefined */ 0, state_undefined },
4500 { /*252, undefined */ 0, state_undefined },
4501 { /*253, undefined */ 0, state_undefined },
4502 { /*254, undefined */ 0, state_undefined },
4503 { /*255, undefined */ 0, state_undefined },
4504 /* End huge gap */
4505 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4506 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4507 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4508 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4509 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4510 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4511 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4512 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4513 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4514 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4515 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4516 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4517 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4518 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4519 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4520 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4521 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4522 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4523 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4524 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4525 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4526 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4527 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4528 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4529 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4530 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4531 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4532 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4533 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4534 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4535 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4536 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4537 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4538 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4539 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4540 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4541 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4542 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4543 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4544 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4545 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4546 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4547 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4548 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4549 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4550 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4551 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4552 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4553 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4554 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4555 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4556 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4557 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4558 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4559 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4560 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4561 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4562 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4563 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4564 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4565 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4566 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4567 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4568 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4569 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4570 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4571 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4572 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4573 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4574 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4575 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4576 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4577 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4578 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4579 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4580 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4581 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4582 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4583 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4584 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4585 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4586 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4587 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4588 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4589 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4590 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4591 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4592 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4593 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4594 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4595 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4596 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4597 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4598 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4599 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4600 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4601 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4602 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4603 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4604 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4605 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4606 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4607 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4608 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4609 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4610 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4611 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4612 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4613 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4614 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4615 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4616 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4617 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4618 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4619 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4620 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4621 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4622 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4623 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4624 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4625 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4626 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4627 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4628 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4629 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4630 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4631 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4632 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4633 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4634 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4635 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4636 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4637 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4638 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4639 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4640 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4641 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4642 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4643 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4644 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4645 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4646 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4647 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4648 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4649 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4650 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4651 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4652 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4653 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4654 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4655 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4656 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4657 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4658 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4659 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4660 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4661 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4662 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4663 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4664 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4665 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4666 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4667 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4668 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4669 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4670 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4671 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4672 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4673 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4674 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4675 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4676 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4677 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4678 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4679 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4680 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4681 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4682 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4683 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4684 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4685 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4686 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4687 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4688 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4689 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4690 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4691 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4692 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4693 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4694 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4695 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4696 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4697 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4698 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4699 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4700 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4701 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4702 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4703 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4704 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4705 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4706 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4707 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4708 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4709 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4710 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4711 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4712 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4713 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4714 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4715 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4716 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4717 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4718 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4719 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4720 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4721 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4722 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4723 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4724 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4725 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4726 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4727 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4728 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4729 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4730 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4731 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4732 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4733 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4734 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4735 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4736 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4737 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4738 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4739 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4740 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4741 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4742 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4743 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4744 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4745 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4746 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4747 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4748 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4749 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4750 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4751 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4752 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4753 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4754 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4755 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4756 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4757 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4758 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4759 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4760 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4761 /* Various Vertex states follow */
4762 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4763 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4764 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4765 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4766 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4767 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4768 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4769 /* Lights */
4770 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4771 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4772 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4773 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4774 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4775 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4776 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4777 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4779 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4780 /* Clip planes */
4781 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4782 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4783 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4784 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4785 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4786 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4787 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4788 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4789 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4790 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4791 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4792 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4793 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4794 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4795 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4796 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4797 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4798 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4799 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4800 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4801 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4802 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4803 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4804 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4805 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4806 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4807 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4808 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4809 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4810 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4811 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4812 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },
4814 { /* STATE_MATERIAL */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
4815 { /* STATE_FRONTFACE */ STATE_FRONTFACE, frontface },