wined3d: Correctly handle the y offset with offscreen rendering.
[wine/wine64.git] / dlls / wined3d / state.c
blob0d735cb99f9f15210eb4264b1f89ce59152b6592
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;
238 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
239 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
240 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
241 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
242 glEnable(GL_BLEND);
243 checkGLcall("glEnable GL_BLEND");
244 } else {
245 glDisable(GL_BLEND);
246 checkGLcall("glDisable GL_BLEND");
247 /* Nothing more to do - get out */
248 return;
251 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
252 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
253 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
254 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
255 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
256 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
257 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
258 case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
259 case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
260 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
261 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
263 case WINED3DBLEND_SRCALPHASAT :
264 dstBlend = GL_SRC_ALPHA_SATURATE;
265 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
266 break;
268 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
269 * values which are still valid up to d3d9. They should not occur as dest blend values
271 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
272 srcBlend = GL_SRC_ALPHA;
273 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
274 break;
276 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
277 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
278 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
279 break;
281 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
282 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
283 default:
284 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
287 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
288 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
289 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
290 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
291 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
292 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
293 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
294 case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
295 case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
296 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
297 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
298 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
300 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
301 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
302 break;
304 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
305 dstBlend = GL_SRC_ALPHA;
306 break;
308 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
309 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
310 default:
311 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
315 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
316 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
317 glEnable(GL_LINE_SMOOTH);
318 checkGLcall("glEnable(GL_LINE_SMOOTH)");
319 if(srcBlend != GL_SRC_ALPHA) {
320 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
322 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
323 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
325 } else {
326 glDisable(GL_LINE_SMOOTH);
327 checkGLcall("glDisable(GL_LINE_SMOOTH)");
330 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
331 glBlendFunc(srcBlend, dstBlend);
332 checkGLcall("glBlendFunc");
335 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
336 float col[4];
338 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
339 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
340 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
341 checkGLcall("glBlendColor");
344 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
345 int glParm = 0;
346 float ref;
347 BOOL enable_ckey = FALSE;
349 IWineD3DSurfaceImpl *surf;
351 /* Find out if the texture on the first stage has a ckey set
352 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
353 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
354 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
355 * in case it finds some texture+colorkeyenable combination which needs extra care.
357 if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
358 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
360 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
361 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
362 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
363 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
364 * surface has alpha bits
366 if(fmt->alphaMask == 0x00000000) {
367 enable_ckey = TRUE;
372 if(enable_ckey || context->last_was_ckey) {
373 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
375 context->last_was_ckey = enable_ckey;
377 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
378 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
379 glEnable(GL_ALPHA_TEST);
380 checkGLcall("glEnable GL_ALPHA_TEST");
381 } else {
382 glDisable(GL_ALPHA_TEST);
383 checkGLcall("glDisable GL_ALPHA_TEST");
384 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
385 * enable call
387 return;
390 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
391 glParm = GL_NOTEQUAL;
392 ref = 0.0;
393 } else {
394 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
395 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
397 if(glParm) {
398 glAlphaFunc(glParm, ref);
399 checkGLcall("glAlphaFunc");
403 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
404 DWORD enable = 0xFFFFFFFF;
405 DWORD disable = 0x00000000;
407 if (use_vs(stateblock->wineD3DDevice)) {
408 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
409 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
410 * contitions I got sick of tracking down. The shader state handler disables all clip planes because
411 * of that - don't do anything here and keep them disabled
413 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
414 static BOOL warned = FALSE;
415 if(!warned) {
416 FIXME("Clipping not supported with vertex shaders\n");
417 warned = TRUE;
420 return;
423 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
424 * of already set values
427 /* If enabling / disabling all
428 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
430 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
431 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
432 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
433 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
434 glDisable(GL_DEPTH_CLAMP_NV);
435 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
437 } else {
438 disable = 0xffffffff;
439 enable = 0x00;
440 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
441 glEnable(GL_DEPTH_CLAMP_NV);
442 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
446 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
447 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
448 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
449 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
450 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
451 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
453 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
454 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
455 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
456 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
457 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
458 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
460 /** update clipping status */
461 if (enable) {
462 stateblock->clip_status.ClipUnion = 0;
463 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
464 } else {
465 stateblock->clip_status.ClipUnion = 0;
466 stateblock->clip_status.ClipIntersection = 0;
470 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
471 int glParm = GL_FUNC_ADD;
473 if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
474 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
475 return;
478 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
479 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
480 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
481 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
482 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
483 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
484 default:
485 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
488 TRACE("glBlendEquation(%x)\n", glParm);
489 GL_EXTCALL(glBlendEquationEXT(glParm));
490 checkGLcall("glBlendEquation");
493 static void
494 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
495 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
496 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
497 * specular color. This is wrong:
498 * Separate specular color means the specular colour is maintained separately, whereas
499 * single color means it is merged in. However in both cases they are being used to
500 * some extent.
501 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
502 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
503 * running 1.4 yet!
506 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
507 * Instead, we need to setup the FinalCombiner properly.
509 * The default setup for the FinalCombiner is:
511 * <variable> <input> <mapping> <usage>
512 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
513 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
514 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
515 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
516 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
517 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
518 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
520 * That's pretty much fine as it is, except for variable B, which needs to take
521 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
522 * whether WINED3DRS_SPECULARENABLE is enabled or not.
525 TRACE("Setting specular enable state and materials\n");
526 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
527 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
528 checkGLcall("glMaterialfv");
530 if(stateblock->material.Power > 128.0) {
531 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
532 * and 128.0, although in d3d neither -1 nor 129 produce an error. For values > 128 clamp
533 * them, since 128 results in a hardly visible specular highlight, so it should be safe to
534 * to clamp to 128
536 WARN("Material power > 128\n");
537 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.0);
538 } else {
539 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
541 checkGLcall("glMaterialf(GL_SHININESS");
543 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
544 glEnable(GL_COLOR_SUM_EXT);
545 } else {
546 TRACE("Specular colors cannot be enabled in this version of opengl\n");
548 checkGLcall("glEnable(GL_COLOR_SUM)");
550 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
551 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
552 checkGLcall("glFinalCombinerInputNV()");
554 } else {
555 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
557 /* for the case of enabled lighting: */
558 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
559 checkGLcall("glMaterialfv");
561 /* for the case of disabled lighting: */
562 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
563 glDisable(GL_COLOR_SUM_EXT);
564 } else {
565 TRACE("Specular colors cannot be disabled in this version of opengl\n");
567 checkGLcall("glDisable(GL_COLOR_SUM)");
569 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
570 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
571 checkGLcall("glFinalCombinerInputNV()");
575 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
576 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
577 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
578 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
579 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
580 stateblock->material.Specular.b, stateblock->material.Specular.a);
581 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
582 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
584 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
585 checkGLcall("glMaterialfv(GL_AMBIENT)");
586 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
587 checkGLcall("glMaterialfv(GL_DIFFUSE)");
588 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
589 checkGLcall("glMaterialfv(GL_EMISSION)");
592 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
593 unsigned int i;
595 /* Note the texture color applies to all textures whereas
596 * GL_TEXTURE_ENV_COLOR applies to active only
598 float col[4];
599 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
601 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
602 /* And now the default texture color as well */
603 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
604 /* Note the WINED3DRS value applies to all textures, but GL has one
605 * per texture, so apply it now ready to be used!
607 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
608 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
609 checkGLcall("glActiveTextureARB");
610 } else if (i>0) {
611 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
614 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
615 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
617 } else {
618 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
622 static void
623 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
624 #if 0 /* Don't use OpenGL 2.0 calls for now */
625 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
626 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
627 checkGLcall("glStencilFuncSeparate(...)");
628 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
629 checkGLcall("glStencilOpSeparate(...)");
631 else
632 #endif
633 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
634 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
635 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
636 GL_EXTCALL(glActiveStencilFaceEXT(face));
637 checkGLcall("glActiveStencilFaceEXT(...)");
638 glStencilFunc(func, ref, mask);
639 checkGLcall("glStencilFunc(...)");
640 glStencilOp(stencilFail, depthFail, stencilPass);
641 checkGLcall("glStencilOp(...)");
642 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
643 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
644 checkGLcall("glStencilFuncSeparateATI(...)");
645 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
646 checkGLcall("glStencilOpSeparateATI(...)");
647 } else {
648 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
652 static void
653 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
654 DWORD onesided_enable = FALSE;
655 DWORD twosided_enable = FALSE;
656 GLint func = GL_ALWAYS;
657 GLint func_ccw = GL_ALWAYS;
658 GLint ref = 0;
659 GLuint mask = 0;
660 GLint stencilFail = GL_KEEP;
661 GLint depthFail = GL_KEEP;
662 GLint stencilPass = GL_KEEP;
663 GLint stencilFail_ccw = GL_KEEP;
664 GLint depthFail_ccw = GL_KEEP;
665 GLint stencilPass_ccw = GL_KEEP;
667 /* No stencil test without a stencil buffer */
668 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
669 glDisable(GL_STENCIL_TEST);
670 checkGLcall("glDisable GL_STENCIL_TEST");
671 return;
674 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
675 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
676 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
677 func = GL_ALWAYS;
678 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
679 func_ccw = GL_ALWAYS;
680 ref = stateblock->renderState[WINED3DRS_STENCILREF];
681 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
682 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
683 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
684 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
685 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
686 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
687 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
689 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
690 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
691 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
692 onesided_enable, twosided_enable, ref, mask,
693 func, stencilFail, depthFail, stencilPass,
694 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
696 if (twosided_enable && onesided_enable) {
697 glEnable(GL_STENCIL_TEST);
698 checkGLcall("glEnable GL_STENCIL_TEST");
700 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
701 * which has an effect on the code below too. If we apply the front face
702 * afterwards, we are sure that the active stencil face is set to front,
703 * and other stencil functions which do not use two sided stencil do not have
704 * to set it back
706 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
707 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
708 } else if(onesided_enable) {
709 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
710 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
711 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
714 glEnable(GL_STENCIL_TEST);
715 checkGLcall("glEnable GL_STENCIL_TEST");
716 glStencilFunc(func, ref, mask);
717 checkGLcall("glStencilFunc(...)");
718 glStencilOp(stencilFail, depthFail, stencilPass);
719 checkGLcall("glStencilOp(...)");
720 } else {
721 glDisable(GL_STENCIL_TEST);
722 checkGLcall("glDisable GL_STENCIL_TEST");
726 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
727 DWORD mask;
729 if(stateblock->wineD3DDevice->stencilBufferTarget) {
730 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
731 } else {
732 mask = 0;
735 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
736 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
737 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
738 glStencilMask(mask);
739 checkGLcall("glStencilMask");
740 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
741 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
742 glStencilMask(mask);
743 } else {
744 glStencilMask(mask);
746 checkGLcall("glStencilMask");
749 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
750 /* TODO: Put this into the vertex type block once that is in the state table */
751 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
752 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
753 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
754 float fogstart, fogend;
756 union {
757 DWORD d;
758 float f;
759 } tmpvalue;
761 if (!fogenable) {
762 /* No fog? Disable it, and we're done :-) */
763 glDisable(GL_FOG);
764 checkGLcall("glDisable GL_FOG");
765 if( use_ps(stateblock->wineD3DDevice)
766 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
767 /* disable fog in the pixel shader
768 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
769 * -1/(e-s) and e/(e-s) respectively.
771 glFogf(GL_FOG_START, 0.0f);
772 checkGLcall("glFogf(GL_FOG_START, fogstart");
773 glFogf(GL_FOG_END, 1.0f);
774 checkGLcall("glFogf(GL_FOG_END, fogend");
776 return;
779 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
780 fogstart = tmpvalue.f;
781 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
782 fogend = tmpvalue.f;
784 /* Fog Rules:
786 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
787 * It can use the Z value of the vertex, or the alpha component of the specular color.
788 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
789 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
790 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
792 * FOGTABLEMODE != NONE:
793 * The Z value is used, with the equation specified, no matter what vertex type.
795 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
796 * Per vertex fog is calculated using the specified fog equation and the parameters
798 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
799 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
800 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
803 * Rules for vertex fog with shaders:
805 * When mixing fixed function functionality with the programmable pipeline, D3D expects
806 * the fog computation to happen during transformation while openGL expects it to happen
807 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
808 * the pixel shader while openGL always expects the pixel shader to handle the blending.
809 * To solve this problem, WineD3D does:
810 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
811 * shader,
812 * and 2) disables the fog computation (in either the fixed function or programmable
813 * rasterizer) if using a vertex program.
816 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
817 * without shaders).
820 if( is_ps3 ) {
821 if( !use_vs(stateblock->wineD3DDevice)
822 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
823 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
827 if (use_vs(stateblock->wineD3DDevice)
828 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
829 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
830 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
831 /* Disable fog */
832 fogenable = FALSE;
833 } else {
834 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
835 glFogi(GL_FOG_MODE, GL_LINEAR);
836 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
837 fogstart = 1.0;
838 fogend = 0.0;
841 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
842 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
843 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
844 context->fog_coord = FALSE;
846 context->last_was_foggy_shader = TRUE;
848 else if( use_ps(stateblock->wineD3DDevice) ) {
849 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
850 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
852 WINED3DFOGMODE mode;
853 context->last_was_foggy_shader = FALSE;
855 /* If both fogmodes are set use the table fog mode */
856 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
857 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
858 else
859 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
861 switch (mode) {
862 case WINED3DFOG_EXP:
863 case WINED3DFOG_EXP2:
864 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
865 /* Disable fog */
866 fogenable = FALSE;
867 break;
869 case WINED3DFOG_LINEAR:
870 fogstart = -1.0f/(fogend-fogstart);
871 fogend *= -fogstart;
872 break;
874 case WINED3DFOG_NONE:
875 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
876 /* Disable fog */
877 fogenable = FALSE;
878 break;
879 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
882 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
883 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
884 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
885 context->fog_coord = FALSE;
888 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
889 * the system will apply only pixel(=table) fog effects."
891 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
892 glHint(GL_FOG_HINT, GL_FASTEST);
893 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
894 context->last_was_foggy_shader = FALSE;
896 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
897 /* If processed vertices are used, fall through to the NONE case */
898 case WINED3DFOG_EXP: {
899 if(!context->last_was_rhw) {
900 glFogi(GL_FOG_MODE, GL_EXP);
901 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
902 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
903 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
904 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
905 context->fog_coord = FALSE;
907 break;
910 case WINED3DFOG_EXP2: {
911 if(!context->last_was_rhw) {
912 glFogi(GL_FOG_MODE, GL_EXP2);
913 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
914 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
915 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
916 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
917 context->fog_coord = FALSE;
919 break;
922 case WINED3DFOG_LINEAR: {
923 if(!context->last_was_rhw) {
924 glFogi(GL_FOG_MODE, GL_LINEAR);
925 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
926 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
927 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
928 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
929 context->fog_coord = FALSE;
931 break;
934 case WINED3DFOG_NONE: {
935 /* Both are none? According to msdn the alpha channel of the specular
936 * color contains a fog factor. Set it in drawStridedSlow.
937 * Same happens with Vertexfog on transformed vertices
939 if(GL_SUPPORT(EXT_FOG_COORD)) {
940 if(context->fog_coord == FALSE) {
941 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
942 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
943 context->fog_coord = TRUE;
945 glFogi(GL_FOG_MODE, GL_LINEAR);
946 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
947 fogstart = 0xff;
948 fogend = 0x0;
949 } else {
950 /* Disable GL fog, handle this in software in drawStridedSlow */
951 fogenable = FALSE;
953 break;
955 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
957 } else {
958 glHint(GL_FOG_HINT, GL_NICEST);
959 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
960 context->last_was_foggy_shader = FALSE;
962 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
963 case WINED3DFOG_EXP:
964 glFogi(GL_FOG_MODE, GL_EXP);
965 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
966 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
967 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
968 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
969 context->fog_coord = FALSE;
971 break;
973 case WINED3DFOG_EXP2:
974 glFogi(GL_FOG_MODE, GL_EXP2);
975 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
976 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
977 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
978 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
979 context->fog_coord = FALSE;
981 break;
983 case WINED3DFOG_LINEAR:
984 glFogi(GL_FOG_MODE, GL_LINEAR);
985 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
986 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
987 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
988 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
989 context->fog_coord = FALSE;
991 break;
993 case WINED3DFOG_NONE: /* Won't happen */
994 default:
995 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
999 if(fogenable) {
1000 glEnable(GL_FOG);
1001 checkGLcall("glEnable GL_FOG");
1003 if(fogstart != fogend)
1005 glFogfv(GL_FOG_START, &fogstart);
1006 checkGLcall("glFogf(GL_FOG_START, fogstart");
1007 TRACE("Fog Start == %f\n", fogstart);
1009 glFogfv(GL_FOG_END, &fogend);
1010 checkGLcall("glFogf(GL_FOG_END, fogend");
1011 TRACE("Fog End == %f\n", fogend);
1013 else
1015 glFogf(GL_FOG_START, -1.0 / 0.0);
1016 checkGLcall("glFogf(GL_FOG_START, fogstart");
1017 TRACE("Fog Start == %f\n", fogstart);
1019 glFogf(GL_FOG_END, 0.0);
1020 checkGLcall("glFogf(GL_FOG_END, fogend");
1021 TRACE("Fog End == %f\n", fogend);
1023 } else {
1024 glDisable(GL_FOG);
1025 checkGLcall("glDisable GL_FOG");
1026 if( use_ps(stateblock->wineD3DDevice) ) {
1027 /* disable fog in the pixel shader
1028 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1029 * -1/(e-s) and e/(e-s) respectively.
1031 glFogf(GL_FOG_START, 0.0f);
1032 checkGLcall("glFogf(GL_FOG_START, fogstart");
1033 glFogf(GL_FOG_END, 1.0f);
1034 checkGLcall("glFogf(GL_FOG_END, fogend");
1039 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1040 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1041 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1042 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1043 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1044 } else {
1045 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1047 } else {
1048 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
1049 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1050 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1055 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1056 float col[4];
1057 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1058 glFogfv(GL_FOG_COLOR, &col[0]);
1059 checkGLcall("glFog GL_FOG_COLOR");
1062 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1063 union {
1064 DWORD d;
1065 float f;
1066 } tmpvalue;
1067 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1068 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1069 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1072 /* TODO: Merge with primitive type + init_materials()!! */
1073 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1074 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
1075 GLenum Parm = 0;
1076 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1077 BOOL isDiffuseSupplied;
1079 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1080 * The vertex declaration will call this function if the fixed function pipeline is used.
1083 if(isStateDirty(context, STATE_VDECL)) {
1084 return;
1087 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1089 context->num_untracked_materials = 0;
1090 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1091 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1092 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1093 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1094 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1095 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1097 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1098 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1099 Parm = GL_AMBIENT_AND_DIFFUSE;
1100 } else {
1101 Parm = GL_DIFFUSE;
1103 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1104 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1105 context->num_untracked_materials++;
1107 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1108 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1109 context->num_untracked_materials++;
1111 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1112 Parm = GL_AMBIENT;
1113 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1114 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1115 context->num_untracked_materials++;
1117 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1118 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1119 context->num_untracked_materials++;
1121 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1122 Parm = GL_EMISSION;
1123 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1124 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1125 context->num_untracked_materials++;
1127 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1128 Parm = GL_SPECULAR;
1132 /* Nothing changed, return. */
1133 if (Parm == context->tracking_parm) return;
1135 if(!Parm) {
1136 glDisable(GL_COLOR_MATERIAL);
1137 checkGLcall("glDisable GL_COLOR_MATERIAL");
1138 } else {
1139 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1140 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1141 glEnable(GL_COLOR_MATERIAL);
1142 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1145 /* Apparently calls to glMaterialfv are ignored for properties we're
1146 * tracking with glColorMaterial, so apply those here. */
1147 switch (context->tracking_parm) {
1148 case GL_AMBIENT_AND_DIFFUSE:
1149 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1150 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1151 checkGLcall("glMaterialfv");
1152 break;
1154 case GL_DIFFUSE:
1155 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1156 checkGLcall("glMaterialfv");
1157 break;
1159 case GL_AMBIENT:
1160 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1161 checkGLcall("glMaterialfv");
1162 break;
1164 case GL_EMISSION:
1165 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1166 checkGLcall("glMaterialfv");
1167 break;
1169 case GL_SPECULAR:
1170 /* Only change material color if specular is enabled, otherwise it is set to black */
1171 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1172 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1173 checkGLcall("glMaterialfv");
1174 } else {
1175 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1176 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1177 checkGLcall("glMaterialfv");
1179 break;
1182 context->tracking_parm = Parm;
1185 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1186 union {
1187 DWORD d;
1188 WINED3DLINEPATTERN lp;
1189 } tmppattern;
1190 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1192 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1194 if (tmppattern.lp.wRepeatFactor) {
1195 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1196 checkGLcall("glLineStipple(repeat, linepattern)");
1197 glEnable(GL_LINE_STIPPLE);
1198 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1199 } else {
1200 glDisable(GL_LINE_STIPPLE);
1201 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1205 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1206 union {
1207 DWORD d;
1208 float f;
1209 } tmpvalue;
1211 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1212 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1213 TRACE("ZBias value %f\n", tmpvalue.f);
1214 glPolygonOffset(0, -tmpvalue.f);
1215 checkGLcall("glPolygonOffset(0, -Value)");
1216 glEnable(GL_POLYGON_OFFSET_FILL);
1217 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1218 glEnable(GL_POLYGON_OFFSET_LINE);
1219 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1220 glEnable(GL_POLYGON_OFFSET_POINT);
1221 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1222 } else {
1223 glDisable(GL_POLYGON_OFFSET_FILL);
1224 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1225 glDisable(GL_POLYGON_OFFSET_LINE);
1226 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1227 glDisable(GL_POLYGON_OFFSET_POINT);
1228 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1233 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1234 if(isStateDirty(context, STATE_VDECL)) {
1235 return;
1237 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1238 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1239 * by zero and is not properly defined in opengl, so avoid it
1241 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1242 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1243 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1244 glEnable(GL_NORMALIZE);
1245 checkGLcall("glEnable(GL_NORMALIZE);");
1246 } else {
1247 glDisable(GL_NORMALIZE);
1248 checkGLcall("glDisable(GL_NORMALIZE);");
1252 static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1253 union {
1254 DWORD d;
1255 float f;
1256 } tmpvalue;
1258 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1259 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1260 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1261 checkGLcall("glPointParameterfARB(...");
1263 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1264 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1265 checkGLcall("glPointParameterfEXT(...);");
1266 } else if(tmpvalue.f != 1.0) {
1267 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1271 static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1272 union {
1273 DWORD d;
1274 float f;
1275 } tmpvalue;
1277 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1278 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1279 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1280 checkGLcall("glPointParameterfARB(...");
1282 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1283 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1284 checkGLcall("glPointParameterfEXT(...);");
1285 } else if(tmpvalue.f != 64.0) {
1286 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1290 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1291 /* TODO: Group this with the viewport */
1293 * POINTSCALEENABLE controls how point size value is treated. If set to
1294 * true, the point size is scaled with respect to height of viewport.
1295 * When set to false point size is in pixels.
1297 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
1300 /* Default values */
1301 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1302 union {
1303 DWORD d;
1304 float f;
1305 } pointSize, A, B, C;
1307 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1308 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1309 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1310 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1312 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1313 GLfloat scaleFactor;
1314 float h = stateblock->viewport.Height;
1316 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1318 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1319 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1320 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1321 * are less than 1.0f. scale_factor = 1.0f / point_size.
1323 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1324 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1325 * is 1.0, but then accepts points below that and draws too small points
1327 pointSize.f = GL_LIMITS(pointsizemin);
1328 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1329 /* gl already scales the input to glPointSize,
1330 * d3d scales the result after the point size scale.
1331 * If the point size is bigger than the max size, use the
1332 * scaling to scale it bigger, and set the gl point size to max
1334 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1335 TRACE("scale: %f\n", scaleFactor);
1336 pointSize.f = GL_LIMITS(pointsize);
1337 } else {
1338 scaleFactor = 1.0f;
1340 scaleFactor = pow(h * scaleFactor, 2);
1342 att[0] = A.f / scaleFactor;
1343 att[1] = B.f / scaleFactor;
1344 att[2] = C.f / scaleFactor;
1347 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1348 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1349 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
1351 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1352 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1353 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
1354 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1355 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1358 glPointSize(pointSize.f);
1359 checkGLcall("glPointSize(...);");
1362 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1363 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1365 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1366 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1367 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1368 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1369 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1370 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1371 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1372 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1373 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1374 checkGLcall("glColorMask(...)");
1376 /* depends on WINED3DRS_COLORWRITEENABLE. */
1377 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1378 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1379 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1380 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1381 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1382 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1383 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1387 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1388 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1389 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1390 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1391 } else {
1392 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1393 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1397 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1398 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1399 TRACE("Last Pixel Drawing Enabled\n");
1400 } else {
1401 static BOOL first = TRUE;
1402 if(first) {
1403 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1404 first = FALSE;
1405 } else {
1406 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1411 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1412 /* TODO: NV_POINT_SPRITE */
1413 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
1414 TRACE("Point sprites not supported\n");
1415 return;
1418 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1419 glEnable(GL_POINT_SPRITE_ARB);
1420 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)\n");
1421 } else {
1422 glDisable(GL_POINT_SPRITE_ARB);
1423 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)\n");
1427 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1429 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1430 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
1431 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1432 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
1433 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1435 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1437 TRACE("Stub\n");
1438 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1439 stateblock->renderState[WINED3DRS_WRAP1] ||
1440 stateblock->renderState[WINED3DRS_WRAP2] ||
1441 stateblock->renderState[WINED3DRS_WRAP3] ||
1442 stateblock->renderState[WINED3DRS_WRAP4] ||
1443 stateblock->renderState[WINED3DRS_WRAP5] ||
1444 stateblock->renderState[WINED3DRS_WRAP6] ||
1445 stateblock->renderState[WINED3DRS_WRAP7] ||
1446 stateblock->renderState[WINED3DRS_WRAP8] ||
1447 stateblock->renderState[WINED3DRS_WRAP9] ||
1448 stateblock->renderState[WINED3DRS_WRAP10] ||
1449 stateblock->renderState[WINED3DRS_WRAP11] ||
1450 stateblock->renderState[WINED3DRS_WRAP12] ||
1451 stateblock->renderState[WINED3DRS_WRAP13] ||
1452 stateblock->renderState[WINED3DRS_WRAP14] ||
1453 stateblock->renderState[WINED3DRS_WRAP15] ) {
1454 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1458 static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1459 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
1460 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1461 glEnable(GL_MULTISAMPLE_ARB);
1462 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1463 } else {
1464 glDisable(GL_MULTISAMPLE_ARB);
1465 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1467 } else {
1468 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1469 WARN("Multisample antialiasing not supported by gl\n");
1474 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1475 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1476 glEnable(GL_SCISSOR_TEST);
1477 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1478 } else {
1479 glDisable(GL_SCISSOR_TEST);
1480 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1484 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1485 union {
1486 DWORD d;
1487 float f;
1488 } tmpvalue;
1490 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1491 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1492 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1493 glEnable(GL_POLYGON_OFFSET_FILL);
1494 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1495 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1496 checkGLcall("glPolygonOffset(...)");
1497 } else {
1498 glDisable(GL_POLYGON_OFFSET_FILL);
1499 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1503 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1504 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1505 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1506 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1507 } else {
1508 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1509 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1513 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1514 TRACE("Stub\n");
1515 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1516 FIXME(" Stippled Alpha not supported yet.\n");
1519 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1520 TRACE("Stub\n");
1521 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1522 FIXME(" Antialias not supported yet.\n");
1525 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1526 TRACE("Stub\n");
1527 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1528 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1531 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1532 TRACE("Stub\n");
1533 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1534 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1537 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1538 union {
1539 DWORD d;
1540 float f;
1541 } tmpvalue;
1542 tmpvalue.f = 1.0f;
1544 TRACE("Stub\n");
1545 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1547 static BOOL displayed = FALSE;
1549 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1550 if(!displayed)
1551 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1553 displayed = TRUE;
1557 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1558 TRACE("Stub\n");
1559 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1560 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1563 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1564 TRACE("Stub\n");
1565 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1566 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1569 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1570 TRACE("Stub\n");
1571 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1572 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1575 static void state_separateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1576 TRACE("Stub\n");
1577 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
1578 FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]);
1581 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1582 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1583 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1587 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1588 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1589 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1593 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1594 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1595 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1599 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1600 if(stateblock->renderState[WINED3DRS_ROP2]) {
1601 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1605 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1606 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1607 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1611 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1612 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1613 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1617 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1618 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1619 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1623 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1624 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1625 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1629 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1630 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1631 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1635 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1636 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1637 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1641 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1642 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1643 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1647 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1648 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1649 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1653 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1654 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1655 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1659 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1660 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1661 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1665 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1666 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1667 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1671 /* Activates the texture dimension according to the bound D3D texture.
1672 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1673 * Requires the caller to activate the correct unit before
1675 static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1676 BOOL bumpmap = FALSE;
1678 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1679 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
1680 bumpmap = TRUE;
1681 context->texShaderBumpMap |= (1 << stage);
1682 } else {
1683 context->texShaderBumpMap &= ~(1 << stage);
1686 if(stateblock->textures[stage]) {
1687 switch(stateblock->textureDimensions[stage]) {
1688 case GL_TEXTURE_2D:
1689 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1690 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
1691 } else {
1692 glDisable(GL_TEXTURE_3D);
1693 checkGLcall("glDisable(GL_TEXTURE_3D)");
1694 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1695 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1696 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1698 glEnable(GL_TEXTURE_2D);
1699 checkGLcall("glEnable(GL_TEXTURE_2D)");
1701 break;
1702 case GL_TEXTURE_3D:
1703 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1704 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
1705 } else {
1706 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1707 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1708 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1710 glDisable(GL_TEXTURE_2D);
1711 checkGLcall("glDisable(GL_TEXTURE_2D)");
1712 glEnable(GL_TEXTURE_3D);
1713 checkGLcall("glEnable(GL_TEXTURE_3D)");
1715 break;
1716 case GL_TEXTURE_CUBE_MAP_ARB:
1717 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1718 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
1719 } else {
1720 glDisable(GL_TEXTURE_2D);
1721 checkGLcall("glDisable(GL_TEXTURE_2D)");
1722 glDisable(GL_TEXTURE_3D);
1723 checkGLcall("glDisable(GL_TEXTURE_3D)");
1724 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1725 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1727 break;
1729 } else {
1730 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1731 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1732 } else {
1733 glEnable(GL_TEXTURE_2D);
1734 checkGLcall("glEnable(GL_TEXTURE_2D)");
1735 glDisable(GL_TEXTURE_3D);
1736 checkGLcall("glDisable(GL_TEXTURE_3D)");
1737 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1738 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1739 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1741 /* Binding textures is done by samplers. A dummy texture will be bound */
1746 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1747 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1748 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1749 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1751 TRACE("Setting color op for stage %d\n", stage);
1753 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
1754 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
1755 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
1756 return;
1759 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
1761 if (mapped_stage != -1) {
1762 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1763 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1764 FIXME("Attempt to enable unsupported stage!\n");
1765 return;
1767 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1768 checkGLcall("glActiveTextureARB");
1769 } else if (stage > 0) {
1770 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1771 return;
1775 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1776 if(stateblock->lowest_disabled_stage > 0) {
1777 glEnable(GL_REGISTER_COMBINERS_NV);
1778 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
1779 } else {
1780 glDisable(GL_REGISTER_COMBINERS_NV);
1783 if(stage >= stateblock->lowest_disabled_stage) {
1784 TRACE("Stage disabled\n");
1785 if (mapped_stage != -1) {
1786 /* Disable everything here */
1787 glDisable(GL_TEXTURE_2D);
1788 checkGLcall("glDisable(GL_TEXTURE_2D)");
1789 glDisable(GL_TEXTURE_3D);
1790 checkGLcall("glDisable(GL_TEXTURE_3D)");
1791 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1792 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1793 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1795 if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1796 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
1799 /* All done */
1800 return;
1803 /* The sampler will also activate the correct texture dimensions, so no need to do it here
1804 * if the sampler for this stage is dirty
1806 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1807 if (tex_used) activate_dimensions(stage, stateblock, context);
1810 /* Set the texture combiners */
1811 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1812 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1813 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1814 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1815 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1816 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1817 mapped_stage);
1819 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
1820 * thus the texture shader may have to be updated
1822 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1823 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
1824 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
1825 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
1826 if(usesBump != usedBump) {
1827 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
1828 checkGLcall("glActiveTextureARB");
1829 activate_dimensions(stage + 1, stateblock, context);
1830 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1831 checkGLcall("glActiveTextureARB");
1834 } else {
1835 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
1836 stateblock->textureState[stage][WINED3DTSS_COLOROP],
1837 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
1838 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
1839 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
1843 static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1844 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1845 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1846 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1847 DWORD op, arg1, arg2, arg0;
1849 TRACE("Setting alpha op for stage %d\n", stage);
1850 /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
1851 if (mapped_stage != -1) {
1852 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1853 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
1854 FIXME("Attempt to enable unsupported stage!\n");
1855 return;
1857 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1858 checkGLcall("glActiveTextureARB");
1859 } else if (stage > 0) {
1860 /* We can't do anything here */
1861 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1862 return;
1866 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
1867 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
1868 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
1869 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
1871 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1872 stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) {
1873 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1875 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1876 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1878 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
1879 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
1880 * cannot remove the texture's alpha channel entirely.
1882 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1883 * on color keyed surfaces.
1885 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
1887 if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
1888 if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
1889 else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
1893 TRACE("Setting alpha op for stage %d\n", stage);
1894 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1895 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1896 op, arg1, arg2, arg0,
1897 mapped_stage);
1898 } else {
1899 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1900 op, arg1, arg2, arg0);
1904 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1905 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
1906 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
1907 BOOL generated;
1909 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
1910 if(use_vs(stateblock->wineD3DDevice) ||
1911 isStateDirty(context, STATE_VDECL)) {
1912 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
1913 return;
1916 if (mapped_stage < 0) return;
1918 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1919 if(mapped_stage >= GL_LIMITS(textures)) {
1920 return;
1922 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1923 checkGLcall("glActiveTextureARB");
1924 } else if (mapped_stage > 0) {
1925 /* We can't do anything here */
1926 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1927 return;
1929 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
1931 set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
1932 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
1933 generated,
1934 context->last_was_rhw,
1935 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
1936 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
1937 WINED3DDECLTYPE_UNUSED);
1939 /* The sampler applying function calls us if this changes */
1940 if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
1941 if(generated) {
1942 FIXME("Non-power2 texture being used with generated texture coords\n");
1944 TRACE("Non power two matrix multiply fixup\n");
1945 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
1949 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
1950 int texture_idx;
1952 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
1953 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
1954 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1958 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
1959 UINT *offset = stateblock->streamOffset;
1960 unsigned int mapped_stage = 0;
1961 unsigned int textureNo = 0;
1963 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
1964 /* Abort if we don't support the extension. */
1965 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
1966 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1967 return;
1970 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
1971 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
1973 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
1974 if (mapped_stage == -1) continue;
1976 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
1977 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
1978 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
1980 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
1981 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
1982 checkGLcall("glBindBufferARB");
1983 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
1986 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
1987 checkGLcall("glClientActiveTextureARB");
1989 /* The coords to supply depend completely on the fvf / vertex shader */
1990 glTexCoordPointer(
1991 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
1992 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
1993 sd->u.s.texCoords[coordIdx].dwStride,
1994 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
1995 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1996 } else {
1997 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2000 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2001 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
2002 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
2003 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
2008 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2009 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2010 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2012 if (mapped_stage == -1) {
2013 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
2014 return;
2017 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2018 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
2019 return;
2021 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2022 checkGLcall("glActiveTextureARB");
2023 } else if (stage > 0) {
2024 /* We can't do anything here */
2025 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2026 return;
2029 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
2031 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
2032 * one flag, you can still specify an index value, which the system uses to
2033 * determine the texture wrapping mode.
2034 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
2035 * means use the vertex position (camera-space) as the input texture coordinates
2036 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
2037 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
2038 * to the TEXCOORDINDEX value
2042 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
2044 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
2045 case WINED3DTSS_TCI_PASSTHRU:
2046 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
2047 glDisable(GL_TEXTURE_GEN_S);
2048 glDisable(GL_TEXTURE_GEN_T);
2049 glDisable(GL_TEXTURE_GEN_R);
2050 glDisable(GL_TEXTURE_GEN_Q);
2051 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
2052 break;
2054 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
2055 /* CameraSpacePosition means use the vertex position, transformed to camera space,
2056 * as the input texture coordinates for this stage's texture transformation. This
2057 * equates roughly to EYE_LINEAR
2060 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2061 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2062 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2063 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2064 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
2066 glMatrixMode(GL_MODELVIEW);
2067 glPushMatrix();
2068 glLoadIdentity();
2069 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2070 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2071 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2072 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2073 glPopMatrix();
2075 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
2076 glEnable(GL_TEXTURE_GEN_S);
2077 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2078 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2079 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2080 glEnable(GL_TEXTURE_GEN_T);
2081 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2082 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2083 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2084 glEnable(GL_TEXTURE_GEN_R);
2085 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2086 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
2087 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
2089 break;
2091 case WINED3DTSS_TCI_CAMERASPACENORMAL:
2093 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2094 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2095 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2096 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2097 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2098 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
2100 glMatrixMode(GL_MODELVIEW);
2101 glPushMatrix();
2102 glLoadIdentity();
2103 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2104 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2105 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2106 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2107 glPopMatrix();
2109 glEnable(GL_TEXTURE_GEN_S);
2110 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2111 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2112 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2113 glEnable(GL_TEXTURE_GEN_T);
2114 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2115 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2116 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2117 glEnable(GL_TEXTURE_GEN_R);
2118 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2119 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
2120 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
2123 break;
2125 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
2127 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
2128 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
2129 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
2130 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
2131 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
2132 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
2134 glMatrixMode(GL_MODELVIEW);
2135 glPushMatrix();
2136 glLoadIdentity();
2137 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
2138 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
2139 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
2140 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
2141 glPopMatrix();
2143 glEnable(GL_TEXTURE_GEN_S);
2144 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
2145 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2146 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2147 glEnable(GL_TEXTURE_GEN_T);
2148 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
2149 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2150 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2151 glEnable(GL_TEXTURE_GEN_R);
2152 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
2153 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
2154 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
2157 break;
2159 /* Unhandled types: */
2160 default:
2161 /* Todo: */
2162 /* ? disable GL_TEXTURE_GEN_n ? */
2163 glDisable(GL_TEXTURE_GEN_S);
2164 glDisable(GL_TEXTURE_GEN_T);
2165 glDisable(GL_TEXTURE_GEN_R);
2166 glDisable(GL_TEXTURE_GEN_Q);
2167 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
2168 break;
2171 /* Update the texture matrix */
2172 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2173 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2176 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2177 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2178 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2179 * and do all the things linked to it
2180 * TODO: Tidy that up to reload only the arrays of the changed unit
2182 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2184 unloadTexCoords(stateblock);
2185 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2189 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2190 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2192 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
2193 * has an update pending
2195 if(isStateDirty(context, STATE_VDECL) ||
2196 isStateDirty(context, STATE_PIXELSHADER)) {
2197 return;
2200 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
2203 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2204 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2205 union {
2206 DWORD d;
2207 float f;
2208 } tmpvalue;
2210 if(stateblock->pixelShader && stage != 0 &&
2211 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2212 /* The pixel shader has to know the luminance scale. Do a constants update if it
2213 * isn't scheduled anyway
2215 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2216 !isStateDirty(context, STATE_PIXELSHADER)) {
2217 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2221 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
2222 if(tmpvalue.f != 0.0) {
2223 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2227 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2228 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2229 union {
2230 DWORD d;
2231 float f;
2232 } tmpvalue;
2234 if(stateblock->pixelShader && stage != 0 &&
2235 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams == stage) {
2236 /* The pixel shader has to know the luminance offset. Do a constants update if it
2237 * isn't scheduled anyway
2239 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2240 !isStateDirty(context, STATE_PIXELSHADER)) {
2241 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2245 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
2246 if(tmpvalue.f != 0.0) {
2247 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2251 static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2252 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2254 if(stage >= GL_LIMITS(texture_stages)) {
2255 return;
2258 if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) {
2259 FIXME("WINED3DTSS_RESULTARG not supported yet\n");
2263 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2264 DWORD sampler = state - STATE_SAMPLER(0);
2265 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2266 union {
2267 float f;
2268 DWORD d;
2269 } tmpvalue;
2271 TRACE("Sampler: %d\n", sampler);
2272 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
2273 * only has to bind textures and set the per texture states
2276 if (mapped_stage == -1) {
2277 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
2278 return;
2281 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2282 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2283 return;
2285 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2286 checkGLcall("glActiveTextureARB");
2287 } else if (sampler > 0) {
2288 /* We can't do anything here */
2289 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2290 return;
2293 if(stateblock->textures[sampler]) {
2294 BOOL texIsPow2 = FALSE;
2296 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
2297 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
2298 * scaling is reapplied or removed, the texture matrix has to be reapplied
2300 if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2301 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) {
2302 if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0 ||
2303 ((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[5] != 1.0 ) {
2304 texIsPow2 = TRUE;
2306 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2307 if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0) {
2308 texIsPow2 = TRUE;
2312 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
2313 context->lastWasPow2Texture[sampler] = texIsPow2;
2314 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2318 IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
2319 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
2321 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
2322 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
2323 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2324 GL_TEXTURE_LOD_BIAS_EXT,
2325 tmpvalue.f);
2326 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
2329 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
2330 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2331 /* Using a pixel shader? Verify the sampler types */
2333 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
2334 * dimensions because the shader knows from which texture type to sample from. For the sake of
2335 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
2336 * dimensions. This should make wrong sampling sources visible :-)
2338 glEnable(stateblock->textureDimensions[sampler]);
2339 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
2340 } else if(sampler < stateblock->lowest_disabled_stage) {
2341 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2342 activate_dimensions(sampler, stateblock, context);
2345 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2346 /* If color keying is enabled update the alpha test, it depends on the existence
2347 * of a color key in stage 0
2349 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2352 } else if(sampler < GL_LIMITS(texture_stages)) {
2353 if(sampler < stateblock->lowest_disabled_stage) {
2354 /* TODO: What should I do with pixel shaders here ??? */
2355 if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2356 activate_dimensions(sampler, stateblock, context);
2358 } /* Otherwise tex_colorop disables the stage */
2359 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
2360 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2364 static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2365 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2366 BOOL use_pshader = use_ps(device);
2367 BOOL use_vshader = use_vs(device);
2368 BOOL update_fog = FALSE;
2369 int i;
2371 if (use_pshader) {
2372 if(!context->last_was_pshader) {
2373 /* Former draw without a pixel shader, some samplers
2374 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
2375 * make sure to enable them
2377 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2378 if(!isStateDirty(context, STATE_SAMPLER(i))) {
2379 sampler(STATE_SAMPLER(i), stateblock, context);
2382 update_fog = TRUE;
2383 } else {
2384 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
2385 * if a different texture was bound. I don't have to do anything.
2389 /* Compile and bind the shader */
2390 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2391 } else {
2392 /* Disabled the pixel shader - color ops weren't applied
2393 * while it was enabled, so re-apply them.
2395 for(i=0; i < MAX_TEXTURES; i++) {
2396 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2397 tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2400 if(context->last_was_pshader)
2401 update_fog = TRUE;
2404 if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
2405 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2407 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2408 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2412 if(update_fog)
2413 state_fog(state, stateblock, context);
2415 context->last_was_pshader = use_pshader;
2418 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2419 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2421 if(stateblock->pixelShader && stage != 0 &&
2422 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
2423 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2424 * anyway
2426 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
2427 !isStateDirty(context, STATE_PIXELSHADER)) {
2428 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
2432 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2433 if(stage >= GL_LIMITS(texture_stages)) {
2434 WARN("Bump env matrix of unsupported stage set\n");
2435 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
2436 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
2437 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
2439 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
2440 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
2441 checkGLcall("glTexBumpParameterfvATI");
2443 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2444 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
2445 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2446 * map offseting is done in the stage reading the bump mapped texture, and the perturbation
2447 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
2448 * for stage + 1. Keep the nvrc tex unit mapping in mind too
2450 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
2452 if(mapped_stage < GL_LIMITS(textures)) {
2453 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2454 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
2456 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
2457 (float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
2458 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)\n");
2463 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2464 /* This function is called by transform_view below if the view matrix was changed too
2466 * Deliberately no check if the vertex declaration is dirty because the vdecl state
2467 * does not always update the world matrix, only on a switch between transformed
2468 * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one
2469 * draw, but that should be rather rare and cheaper in total.
2471 glMatrixMode(GL_MODELVIEW);
2472 checkGLcall("glMatrixMode");
2474 if(context->last_was_rhw) {
2475 glLoadIdentity();
2476 checkGLcall("glLoadIdentity()");
2477 } else {
2478 /* In the general case, the view matrix is the identity matrix */
2479 if (stateblock->wineD3DDevice->view_ident) {
2480 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2481 checkGLcall("glLoadMatrixf");
2482 } else {
2483 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2484 checkGLcall("glLoadMatrixf");
2485 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2486 checkGLcall("glMultMatrixf");
2491 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2492 UINT index = state - STATE_CLIPPLANE(0);
2494 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2495 return;
2498 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2499 glMatrixMode(GL_MODELVIEW);
2500 glPushMatrix();
2501 glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2503 TRACE("Clipplane [%f,%f,%f,%f]\n",
2504 stateblock->clipplane[index][0],
2505 stateblock->clipplane[index][1],
2506 stateblock->clipplane[index][2],
2507 stateblock->clipplane[index][3]);
2508 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
2509 checkGLcall("glClipPlane");
2511 glPopMatrix();
2514 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2515 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
2516 GLenum glMat;
2517 TRACE("Setting world matrix %d\n", matrix);
2519 if(matrix >= GL_LIMITS(blends)) {
2520 WARN("Unsupported blend matrix set\n");
2521 return;
2522 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
2523 return;
2526 /* GL_MODELVIEW0_ARB: 0x1700
2527 * GL_MODELVIEW1_ARB: 0x0x850a
2528 * GL_MODELVIEW2_ARB: 0x8722
2529 * GL_MODELVIEW3_ARB: 0x8723
2530 * etc
2531 * GL_MODELVIEW31_ARB: 0x873F
2533 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
2534 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
2536 glMatrixMode(glMat);
2537 checkGLcall("glMatrixMode(glMat)");
2539 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
2540 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
2542 if(stateblock->wineD3DDevice->view_ident) {
2543 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2544 checkGLcall("glLoadMatrixf")
2545 } else {
2546 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2547 checkGLcall("glLoadMatrixf")
2548 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
2549 checkGLcall("glMultMatrixf")
2553 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2554 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
2556 switch(val) {
2557 case WINED3DVBF_1WEIGHTS:
2558 case WINED3DVBF_2WEIGHTS:
2559 case WINED3DVBF_3WEIGHTS:
2560 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2561 glEnable(GL_VERTEX_BLEND_ARB);
2562 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
2564 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
2565 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
2567 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
2569 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
2570 int i;
2571 for(i = 1; i < GL_LIMITS(blends); i++) {
2572 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
2573 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
2576 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
2578 } else {
2579 static BOOL once = FALSE;
2580 if(!once) {
2581 once = TRUE;
2582 /* TODO: Implement vertex blending in drawStridedSlow */
2583 FIXME("Vertex blending enabled, but not supported by hardware\n");
2586 break;
2588 case WINED3DVBF_DISABLE:
2589 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
2590 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
2591 glDisable(GL_VERTEX_BLEND_ARB);
2592 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
2593 } else {
2594 TRACE("Vertex blending disabled\n");
2596 break;
2598 case WINED3DVBF_TWEENING:
2599 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
2600 * vertex weights in the vertices?
2601 * For now we don't report that as supported, so a warn should suffice
2603 WARN("Tweening not supported yet\n");
2604 break;
2608 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2609 unsigned int k;
2611 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2612 * NOTE: We have to reset the positions even if the light/plane is not currently
2613 * enabled, since the call to enable it will not reset the position.
2614 * NOTE2: Apparently texture transforms do NOT need reapplying
2617 PLIGHTINFOEL *light = NULL;
2619 glMatrixMode(GL_MODELVIEW);
2620 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2621 glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2622 checkGLcall("glLoadMatrixf(...)");
2624 /* Reset lights. TODO: Call light apply func */
2625 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
2626 light = stateblock->activeLights[k];
2627 if(!light) continue;
2628 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
2629 checkGLcall("glLightfv posn");
2630 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
2631 checkGLcall("glLightfv dirn");
2634 /* Reset Clipping Planes */
2635 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2636 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
2637 clipplane(STATE_CLIPPLANE(k), stateblock, context);
2641 if(context->last_was_rhw) {
2642 glLoadIdentity();
2643 checkGLcall("glLoadIdentity()");
2644 /* No need to update the world matrix, the identity is fine */
2645 return;
2648 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
2649 * No need to do it here if the state is scheduled for update.
2651 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
2652 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2655 /* Avoid looping over a number of matrices if the app never used the functionality */
2656 if(stateblock->wineD3DDevice->vertexBlendUsed) {
2657 for(k = 1; k < GL_LIMITS(blends); k++) {
2658 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
2659 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
2665 static const GLfloat invymat[16] = {
2666 1.0f, 0.0f, 0.0f, 0.0f,
2667 0.0f, -1.0f, 0.0f, 0.0f,
2668 0.0f, 0.0f, 1.0f, 0.0f,
2669 0.0f, 0.0f, 0.0f, 1.0f};
2671 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2672 glMatrixMode(GL_PROJECTION);
2673 checkGLcall("glMatrixMode(GL_PROJECTION)");
2674 glLoadIdentity();
2675 checkGLcall("glLoadIdentity");
2677 if(context->last_was_rhw) {
2678 double X, Y, height, width, minZ, maxZ;
2680 X = stateblock->viewport.X;
2681 Y = stateblock->viewport.Y;
2682 height = stateblock->viewport.Height;
2683 width = stateblock->viewport.Width;
2684 minZ = stateblock->viewport.MinZ;
2685 maxZ = stateblock->viewport.MaxZ;
2687 if(!stateblock->wineD3DDevice->untransformed) {
2688 /* Transformed vertices are supposed to bypass the whole transform pipeline including
2689 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
2690 * suppress depth clipping. This can be done because it is an orthogonal projection and
2691 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
2692 * Persia 3D need this.
2694 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
2695 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
2696 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
2697 * to the viewer.
2699 * Also note that this breaks z comparison against z values filled in with clear,
2700 * but no app depending on that and disabled clipping has been found yet. Comparing
2701 * primitives against themselves works, so the Z buffer is still intact for normal hidden
2702 * surface removal.
2704 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
2705 * but this would break Z buffer operation. Raising the range to something less than
2706 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
2707 * problem either.
2709 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
2710 if(stateblock->wineD3DDevice->render_offscreen) {
2711 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
2712 } else {
2713 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
2715 } else {
2716 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
2717 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
2718 * unmodified to opengl.
2720 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
2721 * replacement shader.
2723 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
2724 if(stateblock->wineD3DDevice->render_offscreen) {
2725 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
2726 } else {
2727 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
2730 checkGLcall("glOrtho");
2732 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
2733 glTranslatef(0.5, 0.5, 0);
2734 checkGLcall("glTranslatef(0.5, 0.5, 0)");
2735 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2736 * render everything upside down when rendering offscreen. */
2737 if (stateblock->wineD3DDevice->render_offscreen) {
2738 glMultMatrixf(invymat);
2739 checkGLcall("glMultMatrixf(invymat)");
2741 } else {
2742 /* The rule is that the window coordinate 0 does not correspond to the
2743 beginning of the first pixel, but the center of the first pixel.
2744 As a consequence if you want to correctly draw one line exactly from
2745 the left to the right end of the viewport (with all matrices set to
2746 be identity), the x coords of both ends of the line would be not
2747 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
2748 instead.
2750 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
2751 divide by the Width/Height, so we need the half range(1.0) to translate by
2752 half a pixel.
2754 The other fun is that d3d's output z range after the transformation is [0;1],
2755 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
2756 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
2757 of Z buffer precision and the clear values do not match in the z test. Thus scale
2758 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
2760 glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
2761 checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
2762 glScalef(1.0, 1.0, 2.0);
2764 /* D3D texture coordinates are flipped compared to OpenGL ones, so
2765 * render everything upside down when rendering offscreen. */
2766 if (stateblock->wineD3DDevice->render_offscreen) {
2767 glMultMatrixf(invymat);
2768 checkGLcall("glMultMatrixf(invymat)");
2770 glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
2771 checkGLcall("glLoadMatrixf");
2775 /* This should match any arrays loaded in loadVertexData.
2776 * stateblock impl is required for GL_SUPPORT
2777 * TODO: Only load / unload arrays if we have to.
2779 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
2780 glDisableClientState(GL_VERTEX_ARRAY);
2781 glDisableClientState(GL_NORMAL_ARRAY);
2782 glDisableClientState(GL_COLOR_ARRAY);
2783 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
2784 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
2786 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2787 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
2788 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2789 glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2791 unloadTexCoords(stateblock);
2794 /* This should match any arrays loaded in loadNumberedArrays
2795 * TODO: Only load / unload arrays if we have to.
2797 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
2798 /* disable any attribs (this is the same for both GLSL and ARB modes) */
2799 GLint maxAttribs;
2800 int i;
2802 /* Leave all the attribs disabled */
2803 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
2804 /* MESA does not support it right not */
2805 if (glGetError() != GL_NO_ERROR)
2806 maxAttribs = 16;
2807 for (i = 0; i < maxAttribs; ++i) {
2808 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2809 checkGLcall("glDisableVertexAttribArrayARB(reg);");
2813 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
2814 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2815 int i;
2816 UINT *offset = stateblock->streamOffset;
2818 /* Default to no instancing */
2819 stateblock->wineD3DDevice->instancedDraw = FALSE;
2821 for (i = 0; i < MAX_ATTRIBS; i++) {
2823 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
2824 continue;
2826 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
2827 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
2828 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2829 stateblock->wineD3DDevice->instancedDraw = TRUE;
2830 continue;
2833 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
2835 if(strided->u.input[i].dwStride) {
2836 if(curVBO != strided->u.input[i].VBO) {
2837 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
2838 checkGLcall("glBindBufferARB");
2839 curVBO = strided->u.input[i].VBO;
2841 GL_EXTCALL(glVertexAttribPointerARB(i,
2842 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
2843 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
2844 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
2845 strided->u.input[i].dwStride,
2846 strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
2847 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
2848 } else {
2849 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
2850 * set up the attribute statically. But we have to figure out the system memory address.
2852 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
2853 if(strided->u.input[i].VBO) {
2854 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
2855 ptr += (long) vb->resource.allocatedMemory;
2857 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
2859 switch(strided->u.input[i].dwType) {
2860 case WINED3DDECLTYPE_FLOAT1:
2861 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
2862 break;
2863 case WINED3DDECLTYPE_FLOAT2:
2864 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
2865 break;
2866 case WINED3DDECLTYPE_FLOAT3:
2867 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
2868 break;
2869 case WINED3DDECLTYPE_FLOAT4:
2870 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
2871 break;
2873 case WINED3DDECLTYPE_UBYTE4:
2874 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2875 break;
2876 case WINED3DDECLTYPE_UBYTE4N:
2877 case WINED3DDECLTYPE_D3DCOLOR:
2878 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
2879 break;
2881 case WINED3DDECLTYPE_SHORT2:
2882 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2883 break;
2884 case WINED3DDECLTYPE_SHORT4:
2885 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
2886 break;
2888 case WINED3DDECLTYPE_SHORT2N:
2890 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
2891 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
2892 break;
2894 case WINED3DDECLTYPE_USHORT2N:
2896 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
2897 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
2898 break;
2900 case WINED3DDECLTYPE_SHORT4N:
2901 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
2902 break;
2903 case WINED3DDECLTYPE_USHORT4N:
2904 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
2905 break;
2907 case WINED3DDECLTYPE_UDEC3:
2908 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
2909 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
2910 break;
2911 case WINED3DDECLTYPE_DEC3N:
2912 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
2913 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
2914 break;
2916 case WINED3DDECLTYPE_FLOAT16_2:
2917 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
2918 * byte float according to the IEEE standard
2920 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
2921 break;
2922 case WINED3DDECLTYPE_FLOAT16_4:
2923 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
2924 break;
2926 case WINED3DDECLTYPE_UNUSED:
2927 default:
2928 ERR("Unexpected declaration in stride 0 attributes\n");
2929 break;
2936 /* Used from 2 different functions, and too big to justify making it inlined */
2937 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
2938 UINT *offset = stateblock->streamOffset;
2939 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
2941 TRACE("Using fast vertex array code\n");
2943 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
2944 stateblock->wineD3DDevice->instancedDraw = FALSE;
2946 /* Blend Data ---------------------------------------------- */
2947 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
2948 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
2950 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
2951 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2952 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2954 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
2955 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
2957 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
2959 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
2960 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
2961 sd->u.s.blendWeights.dwStride,
2962 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
2964 if(curVBO != sd->u.s.blendWeights.VBO) {
2965 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
2966 checkGLcall("glBindBufferARB");
2967 curVBO = sd->u.s.blendWeights.VBO;
2970 GL_EXTCALL(glWeightPointerARB)(
2971 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2972 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2973 sd->u.s.blendWeights.dwStride,
2974 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
2976 checkGLcall("glWeightPointerARB");
2978 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
2979 static BOOL showfixme = TRUE;
2980 if(showfixme){
2981 FIXME("blendMatrixIndices support\n");
2982 showfixme = FALSE;
2985 } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
2986 /* FIXME("TODO\n");*/
2987 #if 0
2989 GL_EXTCALL(glVertexWeightPointerEXT)(
2990 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
2991 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
2992 sd->u.s.blendWeights.dwStride,
2993 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
2994 checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
2995 glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
2996 checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
2997 #endif
2999 } else {
3000 /* TODO: support blends in drawStridedSlow
3001 * No need to write a FIXME here, this is done after the general vertex decl decoding
3003 WARN("unsupported blending in openGl\n");
3005 } else {
3006 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3007 static const GLbyte one = 1;
3008 GL_EXTCALL(glWeightbvARB(1, &one));
3009 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
3013 #if 0 /* FOG ----------------------------------------------*/
3014 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
3015 /* TODO: fog*/
3016 if (GL_SUPPORT(EXT_FOG_COORD) {
3017 glEnableClientState(GL_FOG_COORDINATE_EXT);
3018 (GL_EXTCALL)(FogCoordPointerEXT)(
3019 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
3020 sd->u.s.fog.dwStride,
3021 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
3022 } else {
3023 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
3024 /* FIXME: fixme once */
3025 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
3027 } else {
3028 if (GL_SUPPRT(EXT_FOR_COORD) {
3029 /* make sure fog is disabled */
3030 glDisableClientState(GL_FOG_COORDINATE_EXT);
3033 #endif
3035 #if 0 /* tangents ----------------------------------------------*/
3036 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
3037 sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3038 /* TODO: tangents*/
3039 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3040 if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
3041 glEnable(GL_TANGENT_ARRAY_EXT);
3042 (GL_EXTCALL)(TangentPointerEXT)(
3043 WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
3044 sd->u.s.tangent.dwStride,
3045 sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
3046 } else {
3047 glDisable(GL_TANGENT_ARRAY_EXT);
3049 if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
3050 glEnable(GL_BINORMAL_ARRAY_EXT);
3051 (GL_EXTCALL)(BinormalPointerEXT)(
3052 WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
3053 sd->u.s.binormal.dwStride,
3054 sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
3055 } else{
3056 glDisable(GL_BINORMAL_ARRAY_EXT);
3059 } else {
3060 /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
3061 /* FIXME: fixme once */
3062 TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
3064 } else {
3065 if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
3066 /* make sure fog is disabled */
3067 glDisable(GL_TANGENT_ARRAY_EXT);
3068 glDisable(GL_BINORMAL_ARRAY_EXT);
3071 #endif
3073 /* Point Size ----------------------------------------------*/
3074 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
3076 /* no such functionality in the fixed function GL pipeline */
3077 TRACE("Cannot change ptSize here in openGl\n");
3078 /* TODO: Implement this function in using shaders if they are available */
3082 /* Vertex Pointers -----------------------------------------*/
3083 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
3084 /* Note dwType == float3 or float4 == 2 or 3 */
3085 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
3086 sd->u.s.position.dwStride,
3087 sd->u.s.position.dwType + 1,
3088 sd->u.s.position.lpData));
3090 if(curVBO != sd->u.s.position.VBO) {
3091 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
3092 checkGLcall("glBindBufferARB");
3093 curVBO = sd->u.s.position.VBO;
3096 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
3097 handling for rhw mode should not impact screen position whereas in GL it does.
3098 This may result in very slightly distored textures in rhw mode, but
3099 a very minimal different. There's always the other option of
3100 fixing the view matrix to prevent w from having any effect
3102 This only applies to user pointer sources, in VBOs the vertices are fixed up
3104 if(sd->u.s.position.VBO == 0) {
3105 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
3106 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3107 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3108 } else {
3109 glVertexPointer(
3110 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
3111 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3112 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3114 checkGLcall("glVertexPointer(...)");
3115 glEnableClientState(GL_VERTEX_ARRAY);
3116 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
3119 /* Normals -------------------------------------------------*/
3120 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
3121 /* Note dwType == float3 or float4 == 2 or 3 */
3122 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
3123 sd->u.s.normal.dwStride,
3124 sd->u.s.normal.lpData));
3125 if(curVBO != sd->u.s.normal.VBO) {
3126 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
3127 checkGLcall("glBindBufferARB");
3128 curVBO = sd->u.s.normal.VBO;
3130 glNormalPointer(
3131 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
3132 sd->u.s.normal.dwStride,
3133 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
3134 checkGLcall("glNormalPointer(...)");
3135 glEnableClientState(GL_NORMAL_ARRAY);
3136 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
3138 } else {
3139 glNormal3f(0, 0, 0);
3140 checkGLcall("glNormal3f(0, 0, 0)");
3143 /* Diffuse Colour --------------------------------------------*/
3144 /* WARNING: Data here MUST be in RGBA format, so cannot */
3145 /* go directly into fast mode from app pgm, because */
3146 /* directx requires data in BGRA format. */
3147 /* currently fixupVertices swizels the format, but this isn't */
3148 /* very practical when using VBOS */
3149 /* NOTE: Unless we write a vertex shader to swizel the colour */
3150 /* , or the user doesn't care and wants the speed advantage */
3152 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
3153 /* Note dwType == float3 or float4 == 2 or 3 */
3154 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3155 sd->u.s.diffuse.dwStride,
3156 sd->u.s.diffuse.lpData));
3158 if(curVBO != sd->u.s.diffuse.VBO) {
3159 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
3160 checkGLcall("glBindBufferARB");
3161 curVBO = sd->u.s.diffuse.VBO;
3163 glColorPointer(4, GL_UNSIGNED_BYTE,
3164 sd->u.s.diffuse.dwStride,
3165 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3166 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
3167 glEnableClientState(GL_COLOR_ARRAY);
3168 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
3170 } else {
3171 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
3172 checkGLcall("glColor4f(1, 1, 1, 1)");
3175 /* Specular Colour ------------------------------------------*/
3176 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
3177 TRACE("setting specular colour\n");
3178 /* Note dwType == float3 or float4 == 2 or 3 */
3179 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
3180 sd->u.s.specular.dwStride,
3181 sd->u.s.specular.lpData));
3182 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3183 if(curVBO != sd->u.s.specular.VBO) {
3184 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
3185 checkGLcall("glBindBufferARB");
3186 curVBO = sd->u.s.specular.VBO;
3188 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
3189 sd->u.s.specular.dwStride,
3190 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3191 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
3192 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3193 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
3194 } else {
3196 /* Missing specular color is not critical, no warnings */
3197 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3200 } else {
3201 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3202 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
3203 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
3204 } else {
3206 /* Missing specular color is not critical, no warnings */
3207 VTRACE(("Specular colour is not supported in this GL implementation\n"));
3211 /* Texture coords -------------------------------------------*/
3212 loadTexCoords(stateblock, sd, &curVBO);
3215 static inline void drawPrimitiveTraceDataLocations(
3216 WineDirect3DVertexStridedData *dataLocations) {
3218 /* Dump out what parts we have supplied */
3219 TRACE("Strided Data:\n");
3220 TRACE_STRIDED((dataLocations), position);
3221 TRACE_STRIDED((dataLocations), blendWeights);
3222 TRACE_STRIDED((dataLocations), blendMatrixIndices);
3223 TRACE_STRIDED((dataLocations), normal);
3224 TRACE_STRIDED((dataLocations), pSize);
3225 TRACE_STRIDED((dataLocations), diffuse);
3226 TRACE_STRIDED((dataLocations), specular);
3227 TRACE_STRIDED((dataLocations), texCoords[0]);
3228 TRACE_STRIDED((dataLocations), texCoords[1]);
3229 TRACE_STRIDED((dataLocations), texCoords[2]);
3230 TRACE_STRIDED((dataLocations), texCoords[3]);
3231 TRACE_STRIDED((dataLocations), texCoords[4]);
3232 TRACE_STRIDED((dataLocations), texCoords[5]);
3233 TRACE_STRIDED((dataLocations), texCoords[6]);
3234 TRACE_STRIDED((dataLocations), texCoords[7]);
3235 TRACE_STRIDED((dataLocations), position2);
3236 TRACE_STRIDED((dataLocations), normal2);
3237 TRACE_STRIDED((dataLocations), tangent);
3238 TRACE_STRIDED((dataLocations), binormal);
3239 TRACE_STRIDED((dataLocations), tessFactor);
3240 TRACE_STRIDED((dataLocations), fog);
3241 TRACE_STRIDED((dataLocations), depth);
3242 TRACE_STRIDED((dataLocations), sample);
3244 return;
3247 /* Helper for vertexdeclaration() */
3248 static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3249 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3250 BOOL fixup = FALSE;
3251 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3253 if(device->up_strided) {
3254 /* Note: this is a ddraw fixed-function code path */
3255 TRACE("================ Strided Input ===================\n");
3256 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3258 if(TRACE_ON(d3d)) {
3259 drawPrimitiveTraceDataLocations(dataLocations);
3261 } else {
3262 /* Note: This is a fixed function or shader codepath.
3263 * This means it must handle both types of strided data.
3264 * Shaders must go through here to zero the strided data, even if they
3265 * don't set any declaration at all
3267 TRACE("================ Vertex Declaration ===================\n");
3268 memset(dataLocations, 0, sizeof(*dataLocations));
3269 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
3270 useVertexShaderFunction, dataLocations, &fixup);
3273 if (dataLocations->u.s.position_transformed) {
3274 useVertexShaderFunction = FALSE;
3277 /* Unload the old arrays before loading the new ones to get old junk out */
3278 if(context->numberedArraysLoaded) {
3279 unloadNumberedArrays(stateblock);
3280 context->numberedArraysLoaded = FALSE;
3282 if(context->namedArraysLoaded) {
3283 unloadVertexData(stateblock);
3284 context->namedArraysLoaded = FALSE;
3287 if(useVertexShaderFunction) {
3288 TRACE("Loading numbered arrays\n");
3289 loadNumberedArrays(stateblock, dataLocations);
3290 device->useDrawStridedSlow = FALSE;
3291 context->numberedArraysLoaded = TRUE;
3292 } else if (fixup ||
3293 (dataLocations->u.s.pSize.lpData == NULL &&
3294 dataLocations->u.s.diffuse.lpData == NULL &&
3295 dataLocations->u.s.specular.lpData == NULL)) {
3296 /* Load the vertex data using named arrays */
3297 TRACE("Loading vertex data\n");
3298 loadVertexData(stateblock, dataLocations);
3299 device->useDrawStridedSlow = FALSE;
3300 context->namedArraysLoaded = TRUE;
3301 } else {
3302 TRACE("Not loading vertex data\n");
3303 device->useDrawStridedSlow = TRUE;
3306 /* Generate some fixme's if unsupported functionality is being used */
3307 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
3308 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
3309 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
3310 FIXME("Tweening is only valid with vertex shaders\n");
3312 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
3313 FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
3315 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
3316 FIXME("Extended attributes are only valid with vertex shaders\n");
3318 #undef BUFFER_OR_DATA
3321 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3322 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3323 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
3324 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3325 BOOL transformed;
3326 /* Some stuff is in the device until we have per context tracking */
3327 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3328 BOOL wasrhw = context->last_was_rhw;
3330 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
3331 * here simply check whether a shader was set, or the user disabled shaders
3333 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
3334 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
3335 useVertexShaderFunction = TRUE;
3337 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3338 updateFog = TRUE;
3340 } else if(context->last_was_foggy_shader) {
3341 updateFog = TRUE;
3344 handleStreams(stateblock, useVertexShaderFunction, context);
3346 transformed = device->strided_streams.u.s.position_transformed;
3347 if (transformed) useVertexShaderFunction = FALSE;
3349 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3350 updateFog = TRUE;
3353 /* Reapply lighting if it is not scheduled for reapplication already */
3354 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3355 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3358 if (transformed) {
3359 context->last_was_rhw = TRUE;
3360 } else {
3362 /* Untransformed, so relies on the view and projection matrices */
3363 context->last_was_rhw = FALSE;
3364 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3365 device->untransformed = TRUE;
3367 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
3368 * Not needed as long as only hw shaders are supported
3371 /* This sets the shader output position correction constants.
3372 * TODO: Move to the viewport state
3374 if (useVertexShaderFunction) {
3375 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3376 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
3380 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
3381 * off this function will be called again anyway to make sure they're properly set
3383 if(!useVertexShaderFunction) {
3384 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
3385 * or transformed / untransformed was switched
3387 if(wasrhw != context->last_was_rhw &&
3388 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
3389 !isStateDirty(context, STATE_VIEWPORT)) {
3390 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3392 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3393 * mode.
3395 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3396 * this check will fail and the matrix not applied again. This is OK because a simple
3397 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3398 * needs of the vertex declaration.
3400 * World and view matrix go into the same gl matrix, so only apply them when neither is
3401 * dirty
3403 if(transformed != wasrhw &&
3404 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
3405 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3406 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3409 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3410 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3413 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
3414 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
3416 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
3417 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
3419 } else {
3420 /* We compile the shader here because we need the vertex declaration
3421 * in order to determine if we need to do any swizzling for D3DCOLOR
3422 * registers. If the shader is already compiled this call will do nothing. */
3423 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3425 if(!context->last_was_vshader) {
3426 int i;
3427 static BOOL warned = FALSE;
3428 /* Disable all clip planes to get defined results on all drivers. See comment in the
3429 * state_clipping state handler
3431 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
3432 glDisable(GL_CLIP_PLANE0 + i);
3433 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
3436 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
3437 FIXME("Clipping not supported with vertex shaders\n");
3438 warned = TRUE;
3440 if(wasrhw) {
3441 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
3442 * shaders themselves do not need it it, but the matrices are not reapplied automatically when
3443 * switching back from vertex shaders to fixed function processing. So make sure we leave the
3444 * fixed function vertex processing states back in a sane state before switching to shaders
3446 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3447 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3449 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3450 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3456 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
3457 * application
3459 if (!isStateDirty(context, STATE_PIXELSHADER)) {
3460 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3462 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
3463 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3467 context->last_was_vshader = useVertexShaderFunction;
3469 if(updateFog) {
3470 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3472 if(!useVertexShaderFunction) {
3473 int i;
3474 for(i = 0; i < MAX_TEXTURES; i++) {
3475 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
3476 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
3482 static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3483 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
3484 checkGLcall("glDepthRange");
3485 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
3487 if(stateblock->wineD3DDevice->render_offscreen) {
3488 glViewport(stateblock->viewport.X,
3489 stateblock->viewport.Y,
3490 stateblock->viewport.Width, stateblock->viewport.Height);
3491 } else {
3492 glViewport(stateblock->viewport.X,
3493 (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3494 stateblock->viewport.Width, stateblock->viewport.Height);
3497 checkGLcall("glViewport");
3499 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
3500 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
3501 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
3502 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3504 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
3505 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
3509 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3510 UINT Index = state - STATE_ACTIVELIGHT(0);
3511 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
3513 if(!lightInfo) {
3514 glDisable(GL_LIGHT0 + Index);
3515 checkGLcall("glDisable(GL_LIGHT0 + Index)");
3516 } else {
3517 float quad_att;
3518 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
3520 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
3521 glMatrixMode(GL_MODELVIEW);
3522 glPushMatrix();
3523 glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3525 /* Diffuse: */
3526 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
3527 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
3528 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
3529 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
3530 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
3531 checkGLcall("glLightfv");
3533 /* Specular */
3534 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
3535 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
3536 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
3537 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
3538 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
3539 checkGLcall("glLightfv");
3541 /* Ambient */
3542 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
3543 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
3544 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
3545 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
3546 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
3547 checkGLcall("glLightfv");
3549 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
3550 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
3551 } else {
3552 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
3555 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
3556 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
3557 * Attenuation0 to NaN and crashes in the gl lib
3560 switch (lightInfo->OriginalParms.Type) {
3561 case WINED3DLIGHT_POINT:
3562 /* Position */
3563 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3564 checkGLcall("glLightfv");
3565 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3566 checkGLcall("glLightf");
3567 /* Attenuation - Are these right? guessing... */
3568 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3569 checkGLcall("glLightf");
3570 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3571 checkGLcall("glLightf");
3572 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3573 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3574 checkGLcall("glLightf");
3575 /* FIXME: Range */
3576 break;
3578 case WINED3DLIGHT_SPOT:
3579 /* Position */
3580 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
3581 checkGLcall("glLightfv");
3582 /* Direction */
3583 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
3584 checkGLcall("glLightfv");
3585 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
3586 checkGLcall("glLightf");
3587 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3588 checkGLcall("glLightf");
3589 /* Attenuation - Are these right? guessing... */
3590 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
3591 checkGLcall("glLightf");
3592 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
3593 checkGLcall("glLightf");
3594 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
3595 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
3596 checkGLcall("glLightf");
3597 /* FIXME: Range */
3598 break;
3600 case WINED3DLIGHT_DIRECTIONAL:
3601 /* Direction */
3602 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
3603 checkGLcall("glLightfv");
3604 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
3605 checkGLcall("glLightf");
3606 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
3607 checkGLcall("glLightf");
3608 break;
3610 default:
3611 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
3614 /* Restore the modelview matrix */
3615 glPopMatrix();
3617 glEnable(GL_LIGHT0 + Index);
3618 checkGLcall("glEnable(GL_LIGHT0 + Index)");
3621 return;
3624 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3625 RECT *pRect = &stateblock->scissorRect;
3626 RECT windowRect;
3627 UINT winHeight;
3629 windowRect.left = 0;
3630 windowRect.top = 0;
3631 windowRect.right = ((IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0])->currentDesc.Width;
3632 windowRect.bottom = ((IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height;
3634 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3635 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3637 winHeight = windowRect.bottom - windowRect.top;
3638 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
3639 pRect->right - pRect->left, pRect->bottom - pRect->top);
3641 if (stateblock->wineD3DDevice->render_offscreen) {
3642 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
3643 } else {
3644 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3646 checkGLcall("glScissor");
3649 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3650 if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3651 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
3652 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
3653 } else {
3654 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
3655 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
3660 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3661 if(stateblock->wineD3DDevice->render_offscreen) {
3662 glFrontFace(GL_CCW);
3663 checkGLcall("glFrontFace(GL_CCW)");
3664 } else {
3665 glFrontFace(GL_CW);
3666 checkGLcall("glFrontFace(GL_CW)");
3670 const struct StateEntry StateTable[] =
3672 /* State name representative, apply function */
3673 { /* 0, Undefined */ 0, state_undefined },
3674 { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
3675 { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias },
3676 { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
3677 { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective },
3678 { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
3679 { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
3680 { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
3681 { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
3682 { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
3683 { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
3684 { /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
3685 { /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
3686 { /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
3687 { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
3688 { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3689 { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
3690 { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
3691 { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
3692 { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3693 { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3694 { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
3695 { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
3696 { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
3697 { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3698 { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3699 { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
3700 { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3701 { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3702 { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
3703 { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
3704 { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel },
3705 { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx },
3706 { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha },
3707 { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
3708 { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3709 { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3710 { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3711 { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
3712 { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
3713 { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3714 { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
3715 { /* 42, undefined */ 0, state_undefined },
3716 { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor },
3717 { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
3718 { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
3719 { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
3720 { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
3721 { /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog },
3722 { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
3723 { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
3724 { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3725 { /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3726 { /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3727 { /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3728 { /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3729 { /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3730 { /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3731 { /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3732 { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
3733 { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
3734 { /* 61, Undefined */ 0, state_undefined },
3735 { /* 62, Undefined */ 0, state_undefined },
3736 { /* 63, Undefined */ 0, state_undefined },
3737 { /* 64, WINED3DRS_STIPPLEPATTERN00 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3738 { /* 65, WINED3DRS_STIPPLEPATTERN01 */ 0 /* Obsolete, should he handled by ddraw */, state_undefined },
3739 { /* 66, WINED3DRS_STIPPLEPATTERN02 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3740 { /* 67, WINED3DRS_STIPPLEPATTERN03 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3741 { /* 68, WINED3DRS_STIPPLEPATTERN04 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3742 { /* 69, WINED3DRS_STIPPLEPATTERN05 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3743 { /* 70, WINED3DRS_STIPPLEPATTERN06 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3744 { /* 71, WINED3DRS_STIPPLEPATTERN07 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3745 { /* 72, WINED3DRS_STIPPLEPATTERN08 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3746 { /* 73, WINED3DRS_STIPPLEPATTERN09 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3747 { /* 74, WINED3DRS_STIPPLEPATTERN10 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3748 { /* 75, WINED3DRS_STIPPLEPATTERN11 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3749 { /* 76, WINED3DRS_STIPPLEPATTERN12 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3750 { /* 77, WINED3DRS_STIPPLEPATTERN13 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3751 { /* 78, WINED3DRS_STIPPLEPATTERN14 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3752 { /* 79, WINED3DRS_STIPPLEPATTERN15 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3753 { /* 80, WINED3DRS_STIPPLEPATTERN16 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3754 { /* 81, WINED3DRS_STIPPLEPATTERN17 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3755 { /* 82, WINED3DRS_STIPPLEPATTERN18 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3756 { /* 83, WINED3DRS_STIPPLEPATTERN19 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3757 { /* 84, WINED3DRS_STIPPLEPATTERN20 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3758 { /* 85, WINED3DRS_STIPPLEPATTERN21 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3759 { /* 86, WINED3DRS_STIPPLEPATTERN22 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3760 { /* 87, WINED3DRS_STIPPLEPATTERN23 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3761 { /* 88, WINED3DRS_STIPPLEPATTERN24 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3762 { /* 89, WINED3DRS_STIPPLEPATTERN25 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3763 { /* 90, WINED3DRS_STIPPLEPATTERN26 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3764 { /* 91, WINED3DRS_STIPPLEPATTERN27 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3765 { /* 92, WINED3DRS_STIPPLEPATTERN28 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3766 { /* 93, WINED3DRS_STIPPLEPATTERN29 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3767 { /* 94, WINED3DRS_STIPPLEPATTERN30 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3768 { /* 95, WINED3DRS_STIPPLEPATTERN31 */ 0 /* Obsolete, should be handled by ddraw */, state_undefined },
3769 { /* 96, Undefined */ 0, state_undefined },
3770 { /* 97, Undefined */ 0, state_undefined },
3771 { /* 98, Undefined */ 0, state_undefined },
3772 { /* 99, Undefined */ 0, state_undefined },
3773 { /*100, Undefined */ 0, state_undefined },
3774 { /*101, Undefined */ 0, state_undefined },
3775 { /*102, Undefined */ 0, state_undefined },
3776 { /*103, Undefined */ 0, state_undefined },
3777 { /*104, Undefined */ 0, state_undefined },
3778 { /*105, Undefined */ 0, state_undefined },
3779 { /*106, Undefined */ 0, state_undefined },
3780 { /*107, Undefined */ 0, state_undefined },
3781 { /*108, Undefined */ 0, state_undefined },
3782 { /*109, Undefined */ 0, state_undefined },
3783 { /*110, Undefined */ 0, state_undefined },
3784 { /*111, Undefined */ 0, state_undefined },
3785 { /*112, Undefined */ 0, state_undefined },
3786 { /*113, Undefined */ 0, state_undefined },
3787 { /*114, Undefined */ 0, state_undefined },
3788 { /*115, Undefined */ 0, state_undefined },
3789 { /*116, Undefined */ 0, state_undefined },
3790 { /*117, Undefined */ 0, state_undefined },
3791 { /*118, Undefined */ 0, state_undefined },
3792 { /*119, Undefined */ 0, state_undefined },
3793 { /*120, Undefined */ 0, state_undefined },
3794 { /*121, Undefined */ 0, state_undefined },
3795 { /*122, Undefined */ 0, state_undefined },
3796 { /*123, Undefined */ 0, state_undefined },
3797 { /*124, Undefined */ 0, state_undefined },
3798 { /*125, Undefined */ 0, state_undefined },
3799 { /*126, Undefined */ 0, state_undefined },
3800 { /*127, Undefined */ 0, state_undefined },
3801 /* Big hole ends */
3802 { /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3803 { /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3804 { /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3805 { /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3806 { /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3807 { /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3808 { /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3809 { /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3810 { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3811 { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
3812 { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
3813 { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
3814 { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
3815 { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3816 { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
3817 { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
3818 { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend },
3819 { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3820 { /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3821 { /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3822 { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
3823 { /*149, Undefined */ 0, state_undefined },
3824 { /*150, Undefined */ 0, state_undefined },
3825 { /*151, WINED3DRS_VERTEXBLEND */ STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend },
3826 { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
3827 { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
3828 { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3829 { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
3830 { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite },
3831 { /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3832 { /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3833 { /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3834 { /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
3835 { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa },
3836 { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask },
3837 { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle},
3838 { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments },
3839 { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl },
3840 { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax },
3841 { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl },
3842 { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3843 { /*169, Undefined */ 0, state_undefined },
3844 { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
3845 { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
3846 { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree},
3847 { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree },
3848 /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
3849 /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
3850 { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
3851 { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3852 { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
3853 { /*177, undefined */ 0, state_undefined },
3854 { /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3855 { /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3856 { /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3857 { /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3858 { /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3859 { /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3860 { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation },
3861 { /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3862 { /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3863 { /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3864 { /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3865 { /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
3866 { /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3867 { /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3868 { /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
3869 { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
3870 { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_PIXELSHADER, pixelshader },
3871 { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
3872 { /*196, undefined */ 0, state_undefined },
3873 { /*197, undefined */ 0, state_undefined },
3874 { /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3875 { /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3876 { /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3877 { /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3878 { /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3879 { /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3880 { /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3881 { /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
3882 { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3883 { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3884 { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3885 { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_separateblend },
3886 /* Texture stage states */
3887 { /*0, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3888 { /*0, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3889 { /*0, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3890 { /*0, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3891 { /*0, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3892 { /*0, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3893 { /*0, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3894 { /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3895 { /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3896 { /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3897 { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3898 { /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3899 { /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3900 { /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3901 { /*0, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3902 { /*0, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3903 { /*0, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3904 { /*0, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3905 { /*0, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3906 { /*0, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3907 { /*0, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3908 { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3909 { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3910 { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
3911 { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3912 { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
3913 { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop },
3914 { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg },
3915 { /*0, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3916 { /*0, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3917 { /*0, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3918 { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3920 { /*1, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3921 { /*1, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3922 { /*1, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3923 { /*1, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3924 { /*1, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3925 { /*1, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3926 { /*1, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3927 { /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3928 { /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3929 { /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3930 { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3931 { /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3932 { /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3933 { /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3934 { /*1, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3935 { /*1, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3936 { /*1, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3937 { /*1, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3938 { /*1, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3939 { /*1, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3940 { /*1, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3941 { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3942 { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3943 { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
3944 { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3945 { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
3946 { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop },
3947 { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg },
3948 { /*1, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3949 { /*1, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3950 { /*1, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3951 { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3953 { /*2, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3954 { /*2, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3955 { /*2, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3956 { /*2, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3957 { /*2, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3958 { /*2, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3959 { /*2, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3960 { /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3961 { /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3962 { /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3963 { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3964 { /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3965 { /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3966 { /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3967 { /*2, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3968 { /*2, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3969 { /*2, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3970 { /*2, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3971 { /*2, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3972 { /*2, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3973 { /*2, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3974 { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
3975 { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
3976 { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
3977 { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3978 { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
3979 { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop },
3980 { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg },
3981 { /*2, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3982 { /*2, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3983 { /*2, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3984 { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
3986 { /*3, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3987 { /*3, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3988 { /*3, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
3989 { /*3, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3990 { /*3, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3991 { /*3, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
3992 { /*3, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3993 { /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3994 { /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3995 { /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
3996 { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
3997 { /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3998 { /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
3999 { /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4000 { /*3, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4001 { /*3, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4002 { /*3, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4003 { /*3, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4004 { /*3, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4005 { /*3, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4006 { /*3, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4007 { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4008 { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4009 { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4010 { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4011 { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
4012 { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop },
4013 { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg },
4014 { /*3, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4015 { /*3, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4016 { /*3, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4017 { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4019 { /*4, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4020 { /*4, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4021 { /*4, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4022 { /*4, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4023 { /*4, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4024 { /*4, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4025 { /*4, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4026 { /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4027 { /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4028 { /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4029 { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4030 { /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4031 { /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4032 { /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4033 { /*4, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4034 { /*4, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4035 { /*4, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4036 { /*4, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4037 { /*4, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4038 { /*4, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4039 { /*4, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4040 { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4041 { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4042 { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4043 { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4044 { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop },
4045 { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop },
4046 { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg },
4047 { /*4, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4048 { /*4, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4049 { /*4, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4050 { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4052 { /*5, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4053 { /*5, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4054 { /*5, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4055 { /*5, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4056 { /*5, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4057 { /*5, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4058 { /*5, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4059 { /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4060 { /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4061 { /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4062 { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4063 { /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4064 { /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4065 { /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4066 { /*5, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4067 { /*5, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4068 { /*5, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4069 { /*5, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4070 { /*5, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4071 { /*5, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4072 { /*5, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4073 { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4074 { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4075 { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4076 { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4077 { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
4078 { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop },
4079 { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg },
4080 { /*5, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4081 { /*5, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4082 { /*5, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4083 { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4085 { /*6, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4086 { /*6, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4087 { /*6, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4088 { /*6, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4089 { /*6, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4090 { /*6, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4091 { /*6, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4092 { /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4093 { /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4094 { /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4095 { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4096 { /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4097 { /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4098 { /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4099 { /*6, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4100 { /*6, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4101 { /*6, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4102 { /*6, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4103 { /*6, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4104 { /*6, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4105 { /*6, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4106 { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4107 { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4108 { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4109 { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4110 { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
4111 { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop },
4112 { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg },
4113 { /*6, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4114 { /*6, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4115 { /*6, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4116 { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4118 { /*7, 01, WINED3DTSS_COLOROP */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4119 { /*7, 02, WINED3DTSS_COLORARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4120 { /*7, 03, WINED3DTSS_COLORARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4121 { /*7, 04, WINED3DTSS_ALPHAOP */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4122 { /*7, 05, WINED3DTSS_ALPHAARG1 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4123 { /*7, 06, WINED3DTSS_ALPHAARG2 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4124 { /*7, 07, WINED3DTSS_BUMPENVMAT00 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4125 { /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4126 { /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4127 { /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat },
4128 { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
4129 { /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4130 { /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4131 { /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4132 { /*7, 15, WINED3DTSS_BORDERCOLOR */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4133 { /*7, 16, WINED3DTSS_MAGFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4134 { /*7, 17, WINED3DTSS_MINFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4135 { /*7, 18, WINED3DTSS_MIPFILTER */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4136 { /*7, 19, WINED3DTSS_MIPMAPLODBIAS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4137 { /*7, 20, WINED3DTSS_MAXMIPLEVEL */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4138 { /*7, 21, WINED3DTSS_MAXANISOTROPY */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4139 { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale },
4140 { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset },
4141 { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4142 { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4143 { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
4144 { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop },
4145 { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg },
4146 { /*7, 29, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4147 { /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4148 { /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
4149 { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
4150 /* Sampler states */
4151 { /* 0, Sampler 0 */ STATE_SAMPLER(0), sampler },
4152 { /* 1, Sampler 1 */ STATE_SAMPLER(1), sampler },
4153 { /* 2, Sampler 2 */ STATE_SAMPLER(2), sampler },
4154 { /* 3, Sampler 3 */ STATE_SAMPLER(3), sampler },
4155 { /* 4, Sampler 3 */ STATE_SAMPLER(4), sampler },
4156 { /* 5, Sampler 5 */ STATE_SAMPLER(5), sampler },
4157 { /* 6, Sampler 6 */ STATE_SAMPLER(6), sampler },
4158 { /* 7, Sampler 7 */ STATE_SAMPLER(7), sampler },
4159 { /* 8, Sampler 8 */ STATE_SAMPLER(8), sampler },
4160 { /* 9, Sampler 9 */ STATE_SAMPLER(9), sampler },
4161 { /*10, Sampler 10 */ STATE_SAMPLER(10), sampler },
4162 { /*11, Sampler 11 */ STATE_SAMPLER(11), sampler },
4163 { /*12, Sampler 12 */ STATE_SAMPLER(12), sampler },
4164 { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
4165 { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
4166 { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
4167 { /*16, Vertex sampler 0 */ STATE_SAMPLER(16), sampler },
4168 { /*17, Vertex sampler 1 */ STATE_SAMPLER(17), sampler },
4169 { /*18, Vertex sampler 2 */ STATE_SAMPLER(18), sampler },
4170 { /*19, Vertex sampler 3 */ STATE_SAMPLER(19), sampler },
4171 /* Pixel shader */
4172 { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
4173 /* Transform states follow */
4174 { /* 1, undefined */ 0, state_undefined },
4175 { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
4176 { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection},
4177 { /* 4, undefined */ 0, state_undefined },
4178 { /* 5, undefined */ 0, state_undefined },
4179 { /* 6, undefined */ 0, state_undefined },
4180 { /* 7, undefined */ 0, state_undefined },
4181 { /* 8, undefined */ 0, state_undefined },
4182 { /* 9, undefined */ 0, state_undefined },
4183 { /* 10, undefined */ 0, state_undefined },
4184 { /* 11, undefined */ 0, state_undefined },
4185 { /* 12, undefined */ 0, state_undefined },
4186 { /* 13, undefined */ 0, state_undefined },
4187 { /* 14, undefined */ 0, state_undefined },
4188 { /* 15, undefined */ 0, state_undefined },
4189 { /* 16, WINED3DTS_TEXTURE0 */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture },
4190 { /* 17, WINED3DTS_TEXTURE1 */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture },
4191 { /* 18, WINED3DTS_TEXTURE2 */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture },
4192 { /* 19, WINED3DTS_TEXTURE3 */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture },
4193 { /* 20, WINED3DTS_TEXTURE4 */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture },
4194 { /* 21, WINED3DTS_TEXTURE5 */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture },
4195 { /* 22, WINED3DTS_TEXTURE6 */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture },
4196 { /* 23, WINED3DTS_TEXTURE7 */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture },
4197 /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
4198 { /* 24, undefined */ 0, state_undefined },
4199 { /* 25, undefined */ 0, state_undefined },
4200 { /* 26, undefined */ 0, state_undefined },
4201 { /* 27, undefined */ 0, state_undefined },
4202 { /* 28, undefined */ 0, state_undefined },
4203 { /* 29, undefined */ 0, state_undefined },
4204 { /* 30, undefined */ 0, state_undefined },
4205 { /* 31, undefined */ 0, state_undefined },
4206 { /* 32, undefined */ 0, state_undefined },
4207 { /* 33, undefined */ 0, state_undefined },
4208 { /* 34, undefined */ 0, state_undefined },
4209 { /* 35, undefined */ 0, state_undefined },
4210 { /* 36, undefined */ 0, state_undefined },
4211 { /* 37, undefined */ 0, state_undefined },
4212 { /* 38, undefined */ 0, state_undefined },
4213 { /* 39, undefined */ 0, state_undefined },
4214 { /* 40, undefined */ 0, state_undefined },
4215 { /* 41, undefined */ 0, state_undefined },
4216 { /* 42, undefined */ 0, state_undefined },
4217 { /* 43, undefined */ 0, state_undefined },
4218 { /* 44, undefined */ 0, state_undefined },
4219 { /* 45, undefined */ 0, state_undefined },
4220 { /* 46, undefined */ 0, state_undefined },
4221 { /* 47, undefined */ 0, state_undefined },
4222 { /* 48, undefined */ 0, state_undefined },
4223 { /* 49, undefined */ 0, state_undefined },
4224 { /* 50, undefined */ 0, state_undefined },
4225 { /* 51, undefined */ 0, state_undefined },
4226 { /* 52, undefined */ 0, state_undefined },
4227 { /* 53, undefined */ 0, state_undefined },
4228 { /* 54, undefined */ 0, state_undefined },
4229 { /* 55, undefined */ 0, state_undefined },
4230 { /* 56, undefined */ 0, state_undefined },
4231 { /* 57, undefined */ 0, state_undefined },
4232 { /* 58, undefined */ 0, state_undefined },
4233 { /* 59, undefined */ 0, state_undefined },
4234 { /* 60, undefined */ 0, state_undefined },
4235 { /* 61, undefined */ 0, state_undefined },
4236 { /* 62, undefined */ 0, state_undefined },
4237 { /* 63, undefined */ 0, state_undefined },
4238 { /* 64, undefined */ 0, state_undefined },
4239 { /* 65, undefined */ 0, state_undefined },
4240 { /* 66, undefined */ 0, state_undefined },
4241 { /* 67, undefined */ 0, state_undefined },
4242 { /* 68, undefined */ 0, state_undefined },
4243 { /* 69, undefined */ 0, state_undefined },
4244 { /* 70, undefined */ 0, state_undefined },
4245 { /* 71, undefined */ 0, state_undefined },
4246 { /* 72, undefined */ 0, state_undefined },
4247 { /* 73, undefined */ 0, state_undefined },
4248 { /* 74, undefined */ 0, state_undefined },
4249 { /* 75, undefined */ 0, state_undefined },
4250 { /* 76, undefined */ 0, state_undefined },
4251 { /* 77, undefined */ 0, state_undefined },
4252 { /* 78, undefined */ 0, state_undefined },
4253 { /* 79, undefined */ 0, state_undefined },
4254 { /* 80, undefined */ 0, state_undefined },
4255 { /* 81, undefined */ 0, state_undefined },
4256 { /* 82, undefined */ 0, state_undefined },
4257 { /* 83, undefined */ 0, state_undefined },
4258 { /* 84, undefined */ 0, state_undefined },
4259 { /* 85, undefined */ 0, state_undefined },
4260 { /* 86, undefined */ 0, state_undefined },
4261 { /* 87, undefined */ 0, state_undefined },
4262 { /* 88, undefined */ 0, state_undefined },
4263 { /* 89, undefined */ 0, state_undefined },
4264 { /* 90, undefined */ 0, state_undefined },
4265 { /* 91, undefined */ 0, state_undefined },
4266 { /* 92, undefined */ 0, state_undefined },
4267 { /* 93, undefined */ 0, state_undefined },
4268 { /* 94, undefined */ 0, state_undefined },
4269 { /* 95, undefined */ 0, state_undefined },
4270 { /* 96, undefined */ 0, state_undefined },
4271 { /* 97, undefined */ 0, state_undefined },
4272 { /* 98, undefined */ 0, state_undefined },
4273 { /* 99, undefined */ 0, state_undefined },
4274 { /*100, undefined */ 0, state_undefined },
4275 { /*101, undefined */ 0, state_undefined },
4276 { /*102, undefined */ 0, state_undefined },
4277 { /*103, undefined */ 0, state_undefined },
4278 { /*104, undefined */ 0, state_undefined },
4279 { /*105, undefined */ 0, state_undefined },
4280 { /*106, undefined */ 0, state_undefined },
4281 { /*107, undefined */ 0, state_undefined },
4282 { /*108, undefined */ 0, state_undefined },
4283 { /*109, undefined */ 0, state_undefined },
4284 { /*110, undefined */ 0, state_undefined },
4285 { /*111, undefined */ 0, state_undefined },
4286 { /*112, undefined */ 0, state_undefined },
4287 { /*113, undefined */ 0, state_undefined },
4288 { /*114, undefined */ 0, state_undefined },
4289 { /*115, undefined */ 0, state_undefined },
4290 { /*116, undefined */ 0, state_undefined },
4291 { /*117, undefined */ 0, state_undefined },
4292 { /*118, undefined */ 0, state_undefined },
4293 { /*119, undefined */ 0, state_undefined },
4294 { /*120, undefined */ 0, state_undefined },
4295 { /*121, undefined */ 0, state_undefined },
4296 { /*122, undefined */ 0, state_undefined },
4297 { /*123, undefined */ 0, state_undefined },
4298 { /*124, undefined */ 0, state_undefined },
4299 { /*125, undefined */ 0, state_undefined },
4300 { /*126, undefined */ 0, state_undefined },
4301 { /*127, undefined */ 0, state_undefined },
4302 { /*128, undefined */ 0, state_undefined },
4303 { /*129, undefined */ 0, state_undefined },
4304 { /*130, undefined */ 0, state_undefined },
4305 { /*131, undefined */ 0, state_undefined },
4306 { /*132, undefined */ 0, state_undefined },
4307 { /*133, undefined */ 0, state_undefined },
4308 { /*134, undefined */ 0, state_undefined },
4309 { /*135, undefined */ 0, state_undefined },
4310 { /*136, undefined */ 0, state_undefined },
4311 { /*137, undefined */ 0, state_undefined },
4312 { /*138, undefined */ 0, state_undefined },
4313 { /*139, undefined */ 0, state_undefined },
4314 { /*140, undefined */ 0, state_undefined },
4315 { /*141, undefined */ 0, state_undefined },
4316 { /*142, undefined */ 0, state_undefined },
4317 { /*143, undefined */ 0, state_undefined },
4318 { /*144, undefined */ 0, state_undefined },
4319 { /*145, undefined */ 0, state_undefined },
4320 { /*146, undefined */ 0, state_undefined },
4321 { /*147, undefined */ 0, state_undefined },
4322 { /*148, undefined */ 0, state_undefined },
4323 { /*149, undefined */ 0, state_undefined },
4324 { /*150, undefined */ 0, state_undefined },
4325 { /*151, undefined */ 0, state_undefined },
4326 { /*152, undefined */ 0, state_undefined },
4327 { /*153, undefined */ 0, state_undefined },
4328 { /*154, undefined */ 0, state_undefined },
4329 { /*155, undefined */ 0, state_undefined },
4330 { /*156, undefined */ 0, state_undefined },
4331 { /*157, undefined */ 0, state_undefined },
4332 { /*158, undefined */ 0, state_undefined },
4333 { /*159, undefined */ 0, state_undefined },
4334 { /*160, undefined */ 0, state_undefined },
4335 { /*161, undefined */ 0, state_undefined },
4336 { /*162, undefined */ 0, state_undefined },
4337 { /*163, undefined */ 0, state_undefined },
4338 { /*164, undefined */ 0, state_undefined },
4339 { /*165, undefined */ 0, state_undefined },
4340 { /*166, undefined */ 0, state_undefined },
4341 { /*167, undefined */ 0, state_undefined },
4342 { /*168, undefined */ 0, state_undefined },
4343 { /*169, undefined */ 0, state_undefined },
4344 { /*170, undefined */ 0, state_undefined },
4345 { /*171, undefined */ 0, state_undefined },
4346 { /*172, undefined */ 0, state_undefined },
4347 { /*173, undefined */ 0, state_undefined },
4348 { /*174, undefined */ 0, state_undefined },
4349 { /*175, undefined */ 0, state_undefined },
4350 { /*176, undefined */ 0, state_undefined },
4351 { /*177, undefined */ 0, state_undefined },
4352 { /*178, undefined */ 0, state_undefined },
4353 { /*179, undefined */ 0, state_undefined },
4354 { /*180, undefined */ 0, state_undefined },
4355 { /*181, undefined */ 0, state_undefined },
4356 { /*182, undefined */ 0, state_undefined },
4357 { /*183, undefined */ 0, state_undefined },
4358 { /*184, undefined */ 0, state_undefined },
4359 { /*185, undefined */ 0, state_undefined },
4360 { /*186, undefined */ 0, state_undefined },
4361 { /*187, undefined */ 0, state_undefined },
4362 { /*188, undefined */ 0, state_undefined },
4363 { /*189, undefined */ 0, state_undefined },
4364 { /*190, undefined */ 0, state_undefined },
4365 { /*191, undefined */ 0, state_undefined },
4366 { /*192, undefined */ 0, state_undefined },
4367 { /*193, undefined */ 0, state_undefined },
4368 { /*194, undefined */ 0, state_undefined },
4369 { /*195, undefined */ 0, state_undefined },
4370 { /*196, undefined */ 0, state_undefined },
4371 { /*197, undefined */ 0, state_undefined },
4372 { /*198, undefined */ 0, state_undefined },
4373 { /*199, undefined */ 0, state_undefined },
4374 { /*200, undefined */ 0, state_undefined },
4375 { /*201, undefined */ 0, state_undefined },
4376 { /*202, undefined */ 0, state_undefined },
4377 { /*203, undefined */ 0, state_undefined },
4378 { /*204, undefined */ 0, state_undefined },
4379 { /*205, undefined */ 0, state_undefined },
4380 { /*206, undefined */ 0, state_undefined },
4381 { /*207, undefined */ 0, state_undefined },
4382 { /*208, undefined */ 0, state_undefined },
4383 { /*209, undefined */ 0, state_undefined },
4384 { /*210, undefined */ 0, state_undefined },
4385 { /*211, undefined */ 0, state_undefined },
4386 { /*212, undefined */ 0, state_undefined },
4387 { /*213, undefined */ 0, state_undefined },
4388 { /*214, undefined */ 0, state_undefined },
4389 { /*215, undefined */ 0, state_undefined },
4390 { /*216, undefined */ 0, state_undefined },
4391 { /*217, undefined */ 0, state_undefined },
4392 { /*218, undefined */ 0, state_undefined },
4393 { /*219, undefined */ 0, state_undefined },
4394 { /*220, undefined */ 0, state_undefined },
4395 { /*221, undefined */ 0, state_undefined },
4396 { /*222, undefined */ 0, state_undefined },
4397 { /*223, undefined */ 0, state_undefined },
4398 { /*224, undefined */ 0, state_undefined },
4399 { /*225, undefined */ 0, state_undefined },
4400 { /*226, undefined */ 0, state_undefined },
4401 { /*227, undefined */ 0, state_undefined },
4402 { /*228, undefined */ 0, state_undefined },
4403 { /*229, undefined */ 0, state_undefined },
4404 { /*230, undefined */ 0, state_undefined },
4405 { /*231, undefined */ 0, state_undefined },
4406 { /*232, undefined */ 0, state_undefined },
4407 { /*233, undefined */ 0, state_undefined },
4408 { /*234, undefined */ 0, state_undefined },
4409 { /*235, undefined */ 0, state_undefined },
4410 { /*236, undefined */ 0, state_undefined },
4411 { /*237, undefined */ 0, state_undefined },
4412 { /*238, undefined */ 0, state_undefined },
4413 { /*239, undefined */ 0, state_undefined },
4414 { /*240, undefined */ 0, state_undefined },
4415 { /*241, undefined */ 0, state_undefined },
4416 { /*242, undefined */ 0, state_undefined },
4417 { /*243, undefined */ 0, state_undefined },
4418 { /*244, undefined */ 0, state_undefined },
4419 { /*245, undefined */ 0, state_undefined },
4420 { /*246, undefined */ 0, state_undefined },
4421 { /*247, undefined */ 0, state_undefined },
4422 { /*248, undefined */ 0, state_undefined },
4423 { /*249, undefined */ 0, state_undefined },
4424 { /*250, undefined */ 0, state_undefined },
4425 { /*251, undefined */ 0, state_undefined },
4426 { /*252, undefined */ 0, state_undefined },
4427 { /*253, undefined */ 0, state_undefined },
4428 { /*254, undefined */ 0, state_undefined },
4429 { /*255, undefined */ 0, state_undefined },
4430 /* End huge gap */
4431 { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world },
4432 { /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
4433 { /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
4434 { /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
4435 { /*260, WINED3DTS_WORLDMATRIX(4) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)), transform_worldex },
4436 { /*261, WINED3DTS_WORLDMATRIX(5) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)), transform_worldex },
4437 { /*262, WINED3DTS_WORLDMATRIX(6) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)), transform_worldex },
4438 { /*263, WINED3DTS_WORLDMATRIX(7) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)), transform_worldex },
4439 { /*264, WINED3DTS_WORLDMATRIX(8) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)), transform_worldex },
4440 { /*265, WINED3DTS_WORLDMATRIX(9) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)), transform_worldex },
4441 { /*266, WINED3DTS_WORLDMATRIX(10) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)), transform_worldex },
4442 { /*267, WINED3DTS_WORLDMATRIX(11) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)), transform_worldex },
4443 { /*268, WINED3DTS_WORLDMATRIX(12) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)), transform_worldex },
4444 { /*269, WINED3DTS_WORLDMATRIX(13) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)), transform_worldex },
4445 { /*270, WINED3DTS_WORLDMATRIX(14) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)), transform_worldex },
4446 { /*271, WINED3DTS_WORLDMATRIX(15) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)), transform_worldex },
4447 { /*272, WINED3DTS_WORLDMATRIX(16) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)), transform_worldex },
4448 { /*273, WINED3DTS_WORLDMATRIX(17) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)), transform_worldex },
4449 { /*274, WINED3DTS_WORLDMATRIX(18) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)), transform_worldex },
4450 { /*275, WINED3DTS_WORLDMATRIX(19) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)), transform_worldex },
4451 { /*276, WINED3DTS_WORLDMATRIX(20) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)), transform_worldex },
4452 { /*277, WINED3DTS_WORLDMATRIX(21) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)), transform_worldex },
4453 { /*278, WINED3DTS_WORLDMATRIX(22) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)), transform_worldex },
4454 { /*279, WINED3DTS_WORLDMATRIX(23) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)), transform_worldex },
4455 { /*280, WINED3DTS_WORLDMATRIX(24) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)), transform_worldex },
4456 { /*281, WINED3DTS_WORLDMATRIX(25) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)), transform_worldex },
4457 { /*282, WINED3DTS_WORLDMATRIX(26) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)), transform_worldex },
4458 { /*283, WINED3DTS_WORLDMATRIX(27) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)), transform_worldex },
4459 { /*284, WINED3DTS_WORLDMATRIX(28) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)), transform_worldex },
4460 { /*285, WINED3DTS_WORLDMATRIX(29) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)), transform_worldex },
4461 { /*286, WINED3DTS_WORLDMATRIX(30) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)), transform_worldex },
4462 { /*287, WINED3DTS_WORLDMATRIX(31) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)), transform_worldex },
4463 { /*288, WINED3DTS_WORLDMATRIX(32) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)), transform_worldex },
4464 { /*289, WINED3DTS_WORLDMATRIX(33) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)), transform_worldex },
4465 { /*290, WINED3DTS_WORLDMATRIX(34) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)), transform_worldex },
4466 { /*291, WINED3DTS_WORLDMATRIX(35) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)), transform_worldex },
4467 { /*292, WINED3DTS_WORLDMATRIX(36) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)), transform_worldex },
4468 { /*293, WINED3DTS_WORLDMATRIX(37) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)), transform_worldex },
4469 { /*294, WINED3DTS_WORLDMATRIX(38) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)), transform_worldex },
4470 { /*295, WINED3DTS_WORLDMATRIX(39) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)), transform_worldex },
4471 { /*296, WINED3DTS_WORLDMATRIX(40) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)), transform_worldex },
4472 { /*297, WINED3DTS_WORLDMATRIX(41) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)), transform_worldex },
4473 { /*298, WINED3DTS_WORLDMATRIX(42) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)), transform_worldex },
4474 { /*299, WINED3DTS_WORLDMATRIX(43) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)), transform_worldex },
4475 { /*300, WINED3DTS_WORLDMATRIX(44) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)), transform_worldex },
4476 { /*301, WINED3DTS_WORLDMATRIX(45) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)), transform_worldex },
4477 { /*302, WINED3DTS_WORLDMATRIX(46) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)), transform_worldex },
4478 { /*303, WINED3DTS_WORLDMATRIX(47) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)), transform_worldex },
4479 { /*304, WINED3DTS_WORLDMATRIX(48) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)), transform_worldex },
4480 { /*305, WINED3DTS_WORLDMATRIX(49) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)), transform_worldex },
4481 { /*306, WINED3DTS_WORLDMATRIX(50) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)), transform_worldex },
4482 { /*307, WINED3DTS_WORLDMATRIX(51) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)), transform_worldex },
4483 { /*308, WINED3DTS_WORLDMATRIX(52) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)), transform_worldex },
4484 { /*309, WINED3DTS_WORLDMATRIX(53) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)), transform_worldex },
4485 { /*310, WINED3DTS_WORLDMATRIX(54) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)), transform_worldex },
4486 { /*311, WINED3DTS_WORLDMATRIX(55) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)), transform_worldex },
4487 { /*312, WINED3DTS_WORLDMATRIX(56) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)), transform_worldex },
4488 { /*313, WINED3DTS_WORLDMATRIX(57) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)), transform_worldex },
4489 { /*314, WINED3DTS_WORLDMATRIX(58) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)), transform_worldex },
4490 { /*315, WINED3DTS_WORLDMATRIX(59) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)), transform_worldex },
4491 { /*316, WINED3DTS_WORLDMATRIX(60) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)), transform_worldex },
4492 { /*317, WINED3DTS_WORLDMATRIX(61) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)), transform_worldex },
4493 { /*318, WINED3DTS_WORLDMATRIX(62) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)), transform_worldex },
4494 { /*319, WINED3DTS_WORLDMATRIX(63) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)), transform_worldex },
4495 { /*320, WINED3DTS_WORLDMATRIX(64) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)), transform_worldex },
4496 { /*321, WINED3DTS_WORLDMATRIX(65) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)), transform_worldex },
4497 { /*322, WINED3DTS_WORLDMATRIX(66) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)), transform_worldex },
4498 { /*323, WINED3DTS_WORLDMATRIX(67) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)), transform_worldex },
4499 { /*324, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)), transform_worldex },
4500 { /*325, WINED3DTS_WORLDMATRIX(68) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)), transform_worldex },
4501 { /*326, WINED3DTS_WORLDMATRIX(70) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)), transform_worldex },
4502 { /*327, WINED3DTS_WORLDMATRIX(71) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)), transform_worldex },
4503 { /*328, WINED3DTS_WORLDMATRIX(72) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)), transform_worldex },
4504 { /*329, WINED3DTS_WORLDMATRIX(73) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)), transform_worldex },
4505 { /*330, WINED3DTS_WORLDMATRIX(74) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)), transform_worldex },
4506 { /*331, WINED3DTS_WORLDMATRIX(75) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)), transform_worldex },
4507 { /*332, WINED3DTS_WORLDMATRIX(76) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)), transform_worldex },
4508 { /*333, WINED3DTS_WORLDMATRIX(77) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)), transform_worldex },
4509 { /*334, WINED3DTS_WORLDMATRIX(78) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)), transform_worldex },
4510 { /*335, WINED3DTS_WORLDMATRIX(79) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)), transform_worldex },
4511 { /*336, WINED3DTS_WORLDMATRIX(80) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)), transform_worldex },
4512 { /*337, WINED3DTS_WORLDMATRIX(81) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)), transform_worldex },
4513 { /*338, WINED3DTS_WORLDMATRIX(82) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)), transform_worldex },
4514 { /*339, WINED3DTS_WORLDMATRIX(83) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)), transform_worldex },
4515 { /*340, WINED3DTS_WORLDMATRIX(84) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)), transform_worldex },
4516 { /*341, WINED3DTS_WORLDMATRIX(85) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)), transform_worldex },
4517 { /*341, WINED3DTS_WORLDMATRIX(86) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)), transform_worldex },
4518 { /*343, WINED3DTS_WORLDMATRIX(87) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)), transform_worldex },
4519 { /*344, WINED3DTS_WORLDMATRIX(88) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)), transform_worldex },
4520 { /*345, WINED3DTS_WORLDMATRIX(89) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)), transform_worldex },
4521 { /*346, WINED3DTS_WORLDMATRIX(90) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)), transform_worldex },
4522 { /*347, WINED3DTS_WORLDMATRIX(91) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)), transform_worldex },
4523 { /*348, WINED3DTS_WORLDMATRIX(92) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)), transform_worldex },
4524 { /*349, WINED3DTS_WORLDMATRIX(93) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)), transform_worldex },
4525 { /*350, WINED3DTS_WORLDMATRIX(94) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)), transform_worldex },
4526 { /*351, WINED3DTS_WORLDMATRIX(95) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)), transform_worldex },
4527 { /*352, WINED3DTS_WORLDMATRIX(96) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)), transform_worldex },
4528 { /*353, WINED3DTS_WORLDMATRIX(97) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)), transform_worldex },
4529 { /*354, WINED3DTS_WORLDMATRIX(98) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)), transform_worldex },
4530 { /*355, WINED3DTS_WORLDMATRIX(99) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)), transform_worldex },
4531 { /*356, WINED3DTS_WORLDMATRIX(100) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex },
4532 { /*357, WINED3DTS_WORLDMATRIX(101) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex },
4533 { /*358, WINED3DTS_WORLDMATRIX(102) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex },
4534 { /*359, WINED3DTS_WORLDMATRIX(103) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex },
4535 { /*360, WINED3DTS_WORLDMATRIX(104) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex },
4536 { /*361, WINED3DTS_WORLDMATRIX(105) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex },
4537 { /*362, WINED3DTS_WORLDMATRIX(106) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex },
4538 { /*363, WINED3DTS_WORLDMATRIX(107) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex },
4539 { /*364, WINED3DTS_WORLDMATRIX(108) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex },
4540 { /*365, WINED3DTS_WORLDMATRIX(109) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex },
4541 { /*366, WINED3DTS_WORLDMATRIX(110) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex },
4542 { /*367, WINED3DTS_WORLDMATRIX(111) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex },
4543 { /*368, WINED3DTS_WORLDMATRIX(112) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex },
4544 { /*369, WINED3DTS_WORLDMATRIX(113) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex },
4545 { /*370, WINED3DTS_WORLDMATRIX(114) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex },
4546 { /*371, WINED3DTS_WORLDMATRIX(115) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex },
4547 { /*372, WINED3DTS_WORLDMATRIX(116) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex },
4548 { /*373, WINED3DTS_WORLDMATRIX(117) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex },
4549 { /*374, WINED3DTS_WORLDMATRIX(118) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex },
4550 { /*375, WINED3DTS_WORLDMATRIX(119) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex },
4551 { /*376, WINED3DTS_WORLDMATRIX(120) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex },
4552 { /*377, WINED3DTS_WORLDMATRIX(121) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex },
4553 { /*378, WINED3DTS_WORLDMATRIX(122) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex },
4554 { /*379, WINED3DTS_WORLDMATRIX(123) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex },
4555 { /*380, WINED3DTS_WORLDMATRIX(124) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex },
4556 { /*381, WINED3DTS_WORLDMATRIX(125) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex },
4557 { /*382, WINED3DTS_WORLDMATRIX(126) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex },
4558 { /*383, WINED3DTS_WORLDMATRIX(127) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex },
4559 { /*384, WINED3DTS_WORLDMATRIX(128) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex },
4560 { /*385, WINED3DTS_WORLDMATRIX(129) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex },
4561 { /*386, WINED3DTS_WORLDMATRIX(130) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex },
4562 { /*387, WINED3DTS_WORLDMATRIX(131) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex },
4563 { /*388, WINED3DTS_WORLDMATRIX(132) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex },
4564 { /*389, WINED3DTS_WORLDMATRIX(133) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex },
4565 { /*390, WINED3DTS_WORLDMATRIX(134) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex },
4566 { /*391, WINED3DTS_WORLDMATRIX(135) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex },
4567 { /*392, WINED3DTS_WORLDMATRIX(136) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex },
4568 { /*393, WINED3DTS_WORLDMATRIX(137) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex },
4569 { /*394, WINED3DTS_WORLDMATRIX(138) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex },
4570 { /*395, WINED3DTS_WORLDMATRIX(139) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex },
4571 { /*396, WINED3DTS_WORLDMATRIX(140) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex },
4572 { /*397, WINED3DTS_WORLDMATRIX(141) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex },
4573 { /*398, WINED3DTS_WORLDMATRIX(142) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex },
4574 { /*399, WINED3DTS_WORLDMATRIX(143) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex },
4575 { /*400, WINED3DTS_WORLDMATRIX(144) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex },
4576 { /*401, WINED3DTS_WORLDMATRIX(145) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex },
4577 { /*402, WINED3DTS_WORLDMATRIX(146) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex },
4578 { /*403, WINED3DTS_WORLDMATRIX(147) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex },
4579 { /*404, WINED3DTS_WORLDMATRIX(148) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex },
4580 { /*405, WINED3DTS_WORLDMATRIX(149) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex },
4581 { /*406, WINED3DTS_WORLDMATRIX(150) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex },
4582 { /*407, WINED3DTS_WORLDMATRIX(151) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex },
4583 { /*408, WINED3DTS_WORLDMATRIX(152) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex },
4584 { /*409, WINED3DTS_WORLDMATRIX(153) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex },
4585 { /*410, WINED3DTS_WORLDMATRIX(154) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex },
4586 { /*411, WINED3DTS_WORLDMATRIX(155) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex },
4587 { /*412, WINED3DTS_WORLDMATRIX(156) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex },
4588 { /*413, WINED3DTS_WORLDMATRIX(157) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex },
4589 { /*414, WINED3DTS_WORLDMATRIX(158) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex },
4590 { /*415, WINED3DTS_WORLDMATRIX(159) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex },
4591 { /*416, WINED3DTS_WORLDMATRIX(160) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex },
4592 { /*417, WINED3DTS_WORLDMATRIX(161) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex },
4593 { /*418, WINED3DTS_WORLDMATRIX(162) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex },
4594 { /*419, WINED3DTS_WORLDMATRIX(163) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex },
4595 { /*420, WINED3DTS_WORLDMATRIX(164) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex },
4596 { /*421, WINED3DTS_WORLDMATRIX(165) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex },
4597 { /*422, WINED3DTS_WORLDMATRIX(166) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex },
4598 { /*423, WINED3DTS_WORLDMATRIX(167) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex },
4599 { /*424, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex },
4600 { /*425, WINED3DTS_WORLDMATRIX(168) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex },
4601 { /*426, WINED3DTS_WORLDMATRIX(170) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex },
4602 { /*427, WINED3DTS_WORLDMATRIX(171) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex },
4603 { /*428, WINED3DTS_WORLDMATRIX(172) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex },
4604 { /*429, WINED3DTS_WORLDMATRIX(173) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex },
4605 { /*430, WINED3DTS_WORLDMATRIX(174) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex },
4606 { /*431, WINED3DTS_WORLDMATRIX(175) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex },
4607 { /*432, WINED3DTS_WORLDMATRIX(176) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex },
4608 { /*433, WINED3DTS_WORLDMATRIX(177) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex },
4609 { /*434, WINED3DTS_WORLDMATRIX(178) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex },
4610 { /*435, WINED3DTS_WORLDMATRIX(179) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex },
4611 { /*436, WINED3DTS_WORLDMATRIX(180) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex },
4612 { /*437, WINED3DTS_WORLDMATRIX(181) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex },
4613 { /*438, WINED3DTS_WORLDMATRIX(182) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex },
4614 { /*439, WINED3DTS_WORLDMATRIX(183) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex },
4615 { /*440, WINED3DTS_WORLDMATRIX(184) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex },
4616 { /*441, WINED3DTS_WORLDMATRIX(185) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex },
4617 { /*441, WINED3DTS_WORLDMATRIX(186) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex },
4618 { /*443, WINED3DTS_WORLDMATRIX(187) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex },
4619 { /*444, WINED3DTS_WORLDMATRIX(188) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex },
4620 { /*445, WINED3DTS_WORLDMATRIX(189) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex },
4621 { /*446, WINED3DTS_WORLDMATRIX(190) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex },
4622 { /*447, WINED3DTS_WORLDMATRIX(191) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex },
4623 { /*448, WINED3DTS_WORLDMATRIX(192) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex },
4624 { /*449, WINED3DTS_WORLDMATRIX(193) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex },
4625 { /*450, WINED3DTS_WORLDMATRIX(194) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex },
4626 { /*451, WINED3DTS_WORLDMATRIX(195) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex },
4627 { /*452, WINED3DTS_WORLDMATRIX(196) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex },
4628 { /*453, WINED3DTS_WORLDMATRIX(197) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex },
4629 { /*454, WINED3DTS_WORLDMATRIX(198) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex },
4630 { /*455, WINED3DTS_WORLDMATRIX(199) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex },
4631 { /*356, WINED3DTS_WORLDMATRIX(200) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex },
4632 { /*457, WINED3DTS_WORLDMATRIX(201) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex },
4633 { /*458, WINED3DTS_WORLDMATRIX(202) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex },
4634 { /*459, WINED3DTS_WORLDMATRIX(203) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex },
4635 { /*460, WINED3DTS_WORLDMATRIX(204) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex },
4636 { /*461, WINED3DTS_WORLDMATRIX(205) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex },
4637 { /*462, WINED3DTS_WORLDMATRIX(206) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex },
4638 { /*463, WINED3DTS_WORLDMATRIX(207) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex },
4639 { /*464, WINED3DTS_WORLDMATRIX(208) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex },
4640 { /*465, WINED3DTS_WORLDMATRIX(209) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex },
4641 { /*466, WINED3DTS_WORLDMATRIX(210) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex },
4642 { /*467, WINED3DTS_WORLDMATRIX(211) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex },
4643 { /*468, WINED3DTS_WORLDMATRIX(212) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex },
4644 { /*469, WINED3DTS_WORLDMATRIX(213) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex },
4645 { /*470, WINED3DTS_WORLDMATRIX(214) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex },
4646 { /*471, WINED3DTS_WORLDMATRIX(215) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex },
4647 { /*472, WINED3DTS_WORLDMATRIX(216) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex },
4648 { /*473, WINED3DTS_WORLDMATRIX(217) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex },
4649 { /*474, WINED3DTS_WORLDMATRIX(218) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex },
4650 { /*475, WINED3DTS_WORLDMATRIX(219) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex },
4651 { /*476, WINED3DTS_WORLDMATRIX(220) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex },
4652 { /*477, WINED3DTS_WORLDMATRIX(221) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex },
4653 { /*478, WINED3DTS_WORLDMATRIX(222) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex },
4654 { /*479, WINED3DTS_WORLDMATRIX(223) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex },
4655 { /*480, WINED3DTS_WORLDMATRIX(224) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex },
4656 { /*481, WINED3DTS_WORLDMATRIX(225) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex },
4657 { /*482, WINED3DTS_WORLDMATRIX(226) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex },
4658 { /*483, WINED3DTS_WORLDMATRIX(227) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex },
4659 { /*484, WINED3DTS_WORLDMATRIX(228) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex },
4660 { /*485, WINED3DTS_WORLDMATRIX(229) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex },
4661 { /*486, WINED3DTS_WORLDMATRIX(230) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex },
4662 { /*487, WINED3DTS_WORLDMATRIX(231) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex },
4663 { /*488, WINED3DTS_WORLDMATRIX(232) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex },
4664 { /*489, WINED3DTS_WORLDMATRIX(233) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex },
4665 { /*490, WINED3DTS_WORLDMATRIX(234) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex },
4666 { /*491, WINED3DTS_WORLDMATRIX(235) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex },
4667 { /*492, WINED3DTS_WORLDMATRIX(236) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex },
4668 { /*493, WINED3DTS_WORLDMATRIX(237) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex },
4669 { /*494, WINED3DTS_WORLDMATRIX(238) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex },
4670 { /*495, WINED3DTS_WORLDMATRIX(239) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex },
4671 { /*496, WINED3DTS_WORLDMATRIX(240) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex },
4672 { /*497, WINED3DTS_WORLDMATRIX(241) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex },
4673 { /*498, WINED3DTS_WORLDMATRIX(242) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex },
4674 { /*499, WINED3DTS_WORLDMATRIX(243) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex },
4675 { /*500, WINED3DTS_WORLDMATRIX(244) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex },
4676 { /*501, WINED3DTS_WORLDMATRIX(245) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex },
4677 { /*502, WINED3DTS_WORLDMATRIX(246) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex },
4678 { /*503, WINED3DTS_WORLDMATRIX(247) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex },
4679 { /*504, WINED3DTS_WORLDMATRIX(248) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex },
4680 { /*505, WINED3DTS_WORLDMATRIX(249) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex },
4681 { /*506, WINED3DTS_WORLDMATRIX(250) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex },
4682 { /*507, WINED3DTS_WORLDMATRIX(251) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex },
4683 { /*508, WINED3DTS_WORLDMATRIX(252) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex },
4684 { /*509, WINED3DTS_WORLDMATRIX(253) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex },
4685 { /*510, WINED3DTS_WORLDMATRIX(254) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex },
4686 { /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
4687 /* Various Vertex states follow */
4688 { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
4689 { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
4690 { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
4691 { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
4692 { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
4693 { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4694 { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant },
4695 /* Lights */
4696 { /* , STATE_ACTIVELIGHT(0) */ STATE_ACTIVELIGHT(0), light },
4697 { /* , STATE_ACTIVELIGHT(1) */ STATE_ACTIVELIGHT(1), light },
4698 { /* , STATE_ACTIVELIGHT(2) */ STATE_ACTIVELIGHT(2), light },
4699 { /* , STATE_ACTIVELIGHT(3) */ STATE_ACTIVELIGHT(3), light },
4700 { /* , STATE_ACTIVELIGHT(4) */ STATE_ACTIVELIGHT(4), light },
4701 { /* , STATE_ACTIVELIGHT(5) */ STATE_ACTIVELIGHT(5), light },
4702 { /* , STATE_ACTIVELIGHT(6) */ STATE_ACTIVELIGHT(6), light },
4703 { /* , STATE_ACTIVELIGHT(7) */ STATE_ACTIVELIGHT(7), light },
4705 { /* Scissor rect */ STATE_SCISSORRECT, scissorrect },
4706 /* Clip planes */
4707 { /* STATE_CLIPPLANE(0) */ STATE_CLIPPLANE(0), clipplane },
4708 { /* STATE_CLIPPLANE(1) */ STATE_CLIPPLANE(1), clipplane },
4709 { /* STATE_CLIPPLANE(2) */ STATE_CLIPPLANE(2), clipplane },
4710 { /* STATE_CLIPPLANE(3) */ STATE_CLIPPLANE(3), clipplane },
4711 { /* STATE_CLIPPLANE(4) */ STATE_CLIPPLANE(4), clipplane },
4712 { /* STATE_CLIPPLANE(5) */ STATE_CLIPPLANE(5), clipplane },
4713 { /* STATE_CLIPPLANE(6) */ STATE_CLIPPLANE(6), clipplane },
4714 { /* STATE_CLIPPLANE(7) */ STATE_CLIPPLANE(7), clipplane },
4715 { /* STATE_CLIPPLANE(8) */ STATE_CLIPPLANE(8), clipplane },
4716 { /* STATE_CLIPPLANE(9) */ STATE_CLIPPLANE(9), clipplane },
4717 { /* STATE_CLIPPLANE(10) */ STATE_CLIPPLANE(10), clipplane },
4718 { /* STATE_CLIPPLANE(11) */ STATE_CLIPPLANE(11), clipplane },
4719 { /* STATE_CLIPPLANE(12) */ STATE_CLIPPLANE(12), clipplane },
4720 { /* STATE_CLIPPLANE(13) */ STATE_CLIPPLANE(13), clipplane },
4721 { /* STATE_CLIPPLANE(14) */ STATE_CLIPPLANE(14), clipplane },
4722 { /* STATE_CLIPPLANE(15) */ STATE_CLIPPLANE(15), clipplane },
4723 { /* STATE_CLIPPLANE(16) */ STATE_CLIPPLANE(16), clipplane },
4724 { /* STATE_CLIPPLANE(17) */ STATE_CLIPPLANE(17), clipplane },
4725 { /* STATE_CLIPPLANE(18) */ STATE_CLIPPLANE(18), clipplane },
4726 { /* STATE_CLIPPLANE(19) */ STATE_CLIPPLANE(19), clipplane },
4727 { /* STATE_CLIPPLANE(20) */ STATE_CLIPPLANE(20), clipplane },
4728 { /* STATE_CLIPPLANE(21) */ STATE_CLIPPLANE(21), clipplane },
4729 { /* STATE_CLIPPLANE(22) */ STATE_CLIPPLANE(22), clipplane },
4730 { /* STATE_CLIPPLANE(23) */ STATE_CLIPPLANE(23), clipplane },
4731 { /* STATE_CLIPPLANE(24) */ STATE_CLIPPLANE(24), clipplane },
4732 { /* STATE_CLIPPLANE(25) */ STATE_CLIPPLANE(25), clipplane },
4733 { /* STATE_CLIPPLANE(26) */ STATE_CLIPPLANE(26), clipplane },
4734 { /* STATE_CLIPPLANE(27) */ STATE_CLIPPLANE(27), clipplane },
4735 { /* STATE_CLIPPLANE(28) */ STATE_CLIPPLANE(28), clipplane },
4736 { /* STATE_CLIPPLANE(29) */ STATE_CLIPPLANE(29), clipplane },
4737 { /* STATE_CLIPPLANE(30) */ STATE_CLIPPLANE(30), clipplane },
4738 { /* STATE_CLIPPLANE(31) */ STATE_CLIPPLANE(31), clipplane },
4740 { /* STATE_MATERIAL */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
4741 { /* STATE_FRONTFACE */ STATE_FRONTFACE, frontface },