state.c 311 KB
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/*
 * Direct3D state management
 *
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 * Copyright 2002 Lionel Ulmer
 * Copyright 2002-2005 Jason Edmeades
 * Copyright 2003-2004 Raphael Junqueira
 * Copyright 2004 Christian Costa
 * Copyright 2005 Oliver Stieber
 * Copyright 2006 Henri Verbeet
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 * Copyright 2006-2008 Stefan Dsinger for CodeWeavers
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 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 */

#include "config.h"
#include <stdio.h>
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include "wined3d_private.h"

WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
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#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
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static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);

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static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    /* Used for states which are not mapped to a gl state as-is, but used somehow different,
     * e.g as a parameter for drawing, or which are unimplemented in windows d3d
     */
    if(STATE_IS_RENDER(state)) {
        WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
        TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
    } else {
        /* Shouldn't have an unknown type here */
        FIXME("%d no direct mapping to gl of state with unknown type\n", state);
    }
}

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static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
     * list without causing confusing terminal output. Deliberately no special debug name here
     * because its undefined.
     */
    WARN("undefined state %d\n", state);
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}

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static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
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    switch(Value) {
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        case WINED3DFILL_POINT:
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            glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
            checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
            break;
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        case WINED3DFILL_WIREFRAME:
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            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
            checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
            break;
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        case WINED3DFILL_SOLID:
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            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
            checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
            break;
        default:
            FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
    }
}

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static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    BOOL transformed;
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    /* Lighting is not enabled if transformed vertices are drawn
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     * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
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     * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
     * vertex declaration applying function calls this function for updating
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     */

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    if(isStateDirty(context, STATE_VDECL)) {
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        return;
    }
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    transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
                    stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
                    stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
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    if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
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        glEnable(GL_LIGHTING);
        checkGLcall("glEnable GL_LIGHTING");
    } else {
        glDisable(GL_LIGHTING);
        checkGLcall("glDisable GL_LIGHTING");
    }
}

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static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    /* No z test without depth stencil buffers */
    if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
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        TRACE("No Z buffer - disabling depth test\n");
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        glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
        checkGLcall("glDisable GL_DEPTH_TEST");
        return;
    }

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    switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
        case WINED3DZB_FALSE:
            glDisable(GL_DEPTH_TEST);
            checkGLcall("glDisable GL_DEPTH_TEST");
            break;
        case WINED3DZB_TRUE:
            glEnable(GL_DEPTH_TEST);
            checkGLcall("glEnable GL_DEPTH_TEST");
            break;
        case WINED3DZB_USEW:
            glEnable(GL_DEPTH_TEST);
            checkGLcall("glEnable GL_DEPTH_TEST");
            FIXME("W buffer is not well handled\n");
            break;
        default:
            FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
    }
}

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static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
     * switch
     */
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    switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
        case WINED3DCULL_NONE:
            glDisable(GL_CULL_FACE);
            checkGLcall("glDisable GL_CULL_FACE");
            break;
        case WINED3DCULL_CW:
            glEnable(GL_CULL_FACE);
            checkGLcall("glEnable GL_CULL_FACE");
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            glCullFace(GL_FRONT);
            checkGLcall("glCullFace(GL_FRONT)");
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            break;
        case WINED3DCULL_CCW:
            glEnable(GL_CULL_FACE);
            checkGLcall("glEnable GL_CULL_FACE");
            glCullFace(GL_BACK);
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            checkGLcall("glCullFace(GL_BACK)");
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            break;
        default:
            FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
    }
}

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static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
        case WINED3DSHADE_FLAT:
            glShadeModel(GL_FLAT);
            checkGLcall("glShadeModel(GL_FLAT)");
            break;
        case WINED3DSHADE_GOURAUD:
            glShadeModel(GL_SMOOTH);
            checkGLcall("glShadeModel(GL_SMOOTH)");
            break;
        case WINED3DSHADE_PHONG:
            FIXME("WINED3DSHADE_PHONG isn't supported\n");
            break;
        default:
            FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
    }
}

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static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
        glEnable(GL_DITHER);
        checkGLcall("glEnable GL_DITHER");
    } else {
        glDisable(GL_DITHER);
        checkGLcall("glDisable GL_DITHER");
    }
}

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static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
     * this has to be merged with ZENABLE and ZFUNC
     */
    if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
        glDepthMask(1);
        checkGLcall("glDepthMask(1)");
    } else {
        glDepthMask(0);
        checkGLcall("glDepthMask(0)");
    }
}

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static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);

    if(glParm) {
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        if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
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            static BOOL once = FALSE;
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            /* There are a few issues with this: First, our inability to
             * select a proper Z depth, most of the time we're stuck with
             * D24S8, even if the app selects D32 or D16. There seem to be
             * some other precision problems which have to be debugged to
             * make NOTEQUAL and EQUAL work properly
             */
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            if(!once) {
                once = TRUE;
                FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
            }
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        }

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        glDepthFunc(glParm);
        checkGLcall("glDepthFunc");
    }
}

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static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    float col[4];
    D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
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    TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
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    checkGLcall("glLightModel for MODEL_AMBIENT");
}

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static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    int srcBlend = GL_ZERO;
    int dstBlend = GL_ZERO;
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    const StaticPixelFormatDesc *rtFormat;
    IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
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    /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
    if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]      ||
        stateblock->renderState[WINED3DRS_EDGEANTIALIAS]         ||
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        stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
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        const GlPixelFormatDesc *glDesc;
        getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);

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        /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
         * The d3d9 visual test confirms the behavior. */
        if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
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            glDisable(GL_BLEND);
            checkGLcall("glDisable GL_BLEND");
            return;
        } else {
            glEnable(GL_BLEND);
            checkGLcall("glEnable GL_BLEND");
        }
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    } else {
        glDisable(GL_BLEND);
        checkGLcall("glDisable GL_BLEND");
        /* Nothing more to do - get out */
        return;
    };

    switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
        case WINED3DBLEND_ZERO               : dstBlend = GL_ZERO;  break;
        case WINED3DBLEND_ONE                : dstBlend = GL_ONE;  break;
        case WINED3DBLEND_SRCCOLOR           : dstBlend = GL_SRC_COLOR;  break;
        case WINED3DBLEND_INVSRCCOLOR        : dstBlend = GL_ONE_MINUS_SRC_COLOR;  break;
        case WINED3DBLEND_SRCALPHA           : dstBlend = GL_SRC_ALPHA;  break;
        case WINED3DBLEND_INVSRCALPHA        : dstBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
        case WINED3DBLEND_DESTCOLOR          : dstBlend = GL_DST_COLOR;  break;
        case WINED3DBLEND_INVDESTCOLOR       : dstBlend = GL_ONE_MINUS_DST_COLOR;  break;
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        /* To compensate the lack of format switching with backbuffer offscreen rendering,
         * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
         * if the render target doesn't support alpha blending. A nonexistent alpha channel
         * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
         */
        case WINED3DBLEND_DESTALPHA          :
            rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
            dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
            break;
        case WINED3DBLEND_INVDESTALPHA       :
            rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
            dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
            break;

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        case WINED3DBLEND_SRCALPHASAT        :
            dstBlend = GL_SRC_ALPHA_SATURATE;
            WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
            break;
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        /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
         * values which are still valid up to d3d9. They should not occur as dest blend values
         */
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        case WINED3DBLEND_BOTHSRCALPHA       : dstBlend = GL_SRC_ALPHA;
            srcBlend = GL_SRC_ALPHA;
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            FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
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            break;

        case WINED3DBLEND_BOTHINVSRCALPHA    : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
            srcBlend = GL_ONE_MINUS_SRC_ALPHA;
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            FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
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            break;

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        case WINED3DBLEND_BLENDFACTOR        : dstBlend = GL_CONSTANT_COLOR;   break;
        case WINED3DBLEND_INVBLENDFACTOR     : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
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        default:
            FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
    }

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    switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
        case WINED3DBLEND_ZERO               : srcBlend = GL_ZERO;  break;
        case WINED3DBLEND_ONE                : srcBlend = GL_ONE;  break;
        case WINED3DBLEND_SRCCOLOR           : srcBlend = GL_SRC_COLOR;  break;
        case WINED3DBLEND_INVSRCCOLOR        : srcBlend = GL_ONE_MINUS_SRC_COLOR;  break;
        case WINED3DBLEND_SRCALPHA           : srcBlend = GL_SRC_ALPHA;  break;
        case WINED3DBLEND_INVSRCALPHA        : srcBlend = GL_ONE_MINUS_SRC_ALPHA;  break;
        case WINED3DBLEND_DESTCOLOR          : srcBlend = GL_DST_COLOR;  break;
        case WINED3DBLEND_INVDESTCOLOR       : srcBlend = GL_ONE_MINUS_DST_COLOR;  break;
        case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;

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        case WINED3DBLEND_DESTALPHA          :
            rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
            srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
            break;
        case WINED3DBLEND_INVDESTALPHA       :
            rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
            srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
            break;

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        case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
            dstBlend = GL_ONE_MINUS_SRC_ALPHA;
            break;

        case WINED3DBLEND_BOTHINVSRCALPHA    : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
            dstBlend = GL_SRC_ALPHA;
            break;

        case WINED3DBLEND_BLENDFACTOR        : srcBlend = GL_CONSTANT_COLOR;   break;
        case WINED3DBLEND_INVBLENDFACTOR     : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR;  break;
        default:
            FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
    }

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    if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
       stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
        glEnable(GL_LINE_SMOOTH);
        checkGLcall("glEnable(GL_LINE_SMOOTH)");
        if(srcBlend != GL_SRC_ALPHA) {
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            WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
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        }
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        if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
            WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
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        }
    } else {
        glDisable(GL_LINE_SMOOTH);
        checkGLcall("glDisable(GL_LINE_SMOOTH)");
    }

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    /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
    if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
        state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
    }

    if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
        int srcBlendAlpha = GL_ZERO;
        int dstBlendAlpha = GL_ZERO;

        /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
        if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
            WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
            return;
        }

        switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
            case WINED3DBLEND_ZERO               : dstBlendAlpha = GL_ZERO;  break;
            case WINED3DBLEND_ONE                : dstBlendAlpha = GL_ONE;  break;
            case WINED3DBLEND_SRCCOLOR           : dstBlendAlpha = GL_SRC_COLOR;  break;
            case WINED3DBLEND_INVSRCCOLOR        : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
            case WINED3DBLEND_SRCALPHA           : dstBlendAlpha = GL_SRC_ALPHA;  break;
            case WINED3DBLEND_INVSRCALPHA        : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
            case WINED3DBLEND_DESTCOLOR          : dstBlendAlpha = GL_DST_COLOR;  break;
            case WINED3DBLEND_INVDESTCOLOR       : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
            case WINED3DBLEND_DESTALPHA          : dstBlendAlpha = GL_DST_ALPHA;  break;
            case WINED3DBLEND_INVDESTALPHA       : dstBlendAlpha = GL_DST_ALPHA;  break;
            case WINED3DBLEND_SRCALPHASAT        :
                dstBlend = GL_SRC_ALPHA_SATURATE;
                WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
                break;
            /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
            * values which are still valid up to d3d9. They should not occur as dest blend values
            */
            case WINED3DBLEND_BOTHSRCALPHA       :
                dstBlendAlpha = GL_SRC_ALPHA;
                srcBlendAlpha = GL_SRC_ALPHA;
                FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
                break;
            case WINED3DBLEND_BOTHINVSRCALPHA    :
                dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
                srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
                FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
                break;
            case WINED3DBLEND_BLENDFACTOR        : dstBlendAlpha = GL_CONSTANT_COLOR;   break;
            case WINED3DBLEND_INVBLENDFACTOR     : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
            default:
                FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
        }

        switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
            case WINED3DBLEND_ZERO               : srcBlendAlpha = GL_ZERO;  break;
            case WINED3DBLEND_ONE                : srcBlendAlpha = GL_ONE;  break;
            case WINED3DBLEND_SRCCOLOR           : srcBlendAlpha = GL_SRC_COLOR;  break;
            case WINED3DBLEND_INVSRCCOLOR        : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR;  break;
            case WINED3DBLEND_SRCALPHA           : srcBlendAlpha = GL_SRC_ALPHA;  break;
            case WINED3DBLEND_INVSRCALPHA        : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;  break;
            case WINED3DBLEND_DESTCOLOR          : srcBlendAlpha = GL_DST_COLOR;  break;
            case WINED3DBLEND_INVDESTCOLOR       : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR;  break;
            case WINED3DBLEND_SRCALPHASAT        : srcBlendAlpha = GL_SRC_ALPHA_SATURATE;  break;
            case WINED3DBLEND_DESTALPHA          : srcBlendAlpha = GL_DST_ALPHA;  break;
            case WINED3DBLEND_INVDESTALPHA       : srcBlendAlpha = GL_DST_ALPHA;  break;
            case WINED3DBLEND_BOTHSRCALPHA       :
                srcBlendAlpha = GL_SRC_ALPHA;
                dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
                break;
            case WINED3DBLEND_BOTHINVSRCALPHA    :
                srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
                dstBlendAlpha = GL_SRC_ALPHA;
                break;
            case WINED3DBLEND_BLENDFACTOR        : srcBlendAlpha = GL_CONSTANT_COLOR;   break;
            case WINED3DBLEND_INVBLENDFACTOR     : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR;  break;
            default:
                FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
        }

        GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
        checkGLcall("glBlendFuncSeparateEXT");
    } else {
        TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
        glBlendFunc(srcBlend, dstBlend);
        checkGLcall("glBlendFunc");
    }
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    /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
        so it may need updating */
    if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
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        const struct StateEntry *StateTable = stateblock->wineD3DDevice->shader_backend->StateTable;
        StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
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    }
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}

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static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    float col[4];
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    if(!GL_SUPPORT(EXT_BLEND_COLOR)) {
        WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
        return;
    }

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    TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
    D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
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    GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
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    checkGLcall("glBlendColor");
}

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static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    int glParm = 0;
    float ref;
    BOOL enable_ckey = FALSE;

    IWineD3DSurfaceImpl *surf;

    /* Find out if the texture on the first stage has a ckey set
     * The alpha state func reads the texture settings, even though alpha and texture are not grouped
     * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
     * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
     * in case it finds some texture+colorkeyenable combination which needs extra care.
     */
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    if(stateblock->textures[0] && (
       stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
       stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
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        surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
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        if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
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            const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
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            /* The surface conversion does not do color keying conversion for surfaces that have an alpha
             * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
             * surface has alpha bits
             */
            if(fmt->alphaMask == 0x00000000) {
                enable_ckey = TRUE;
            }
        }
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    }

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    if(enable_ckey || context->last_was_ckey) {
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        const struct StateEntry *StateTable = stateblock->wineD3DDevice->shader_backend->StateTable;
        StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
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    }
    context->last_was_ckey = enable_ckey;

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    if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
        (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
        glEnable(GL_ALPHA_TEST);
        checkGLcall("glEnable GL_ALPHA_TEST");
    } else {
        glDisable(GL_ALPHA_TEST);
        checkGLcall("glDisable GL_ALPHA_TEST");
        /* Alpha test is disabled, don't bother setting the params - it will happen on the next
         * enable call
         */
        return;
    }

    if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
        glParm = GL_NOTEQUAL;
        ref = 0.0;
    } else {
        ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
        glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
    }
    if(glParm) {
        glAlphaFunc(glParm, ref);
        checkGLcall("glAlphaFunc");
    }
}

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static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    DWORD enable  = 0xFFFFFFFF;
    DWORD disable = 0x00000000;

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    if (use_vs(stateblock->wineD3DDevice)) {
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        /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
         * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
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         * conditions I got sick of tracking down. The shader state handler disables all clip planes because
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         * of that - don't do anything here and keep them disabled
         */
        if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
            static BOOL warned = FALSE;
            if(!warned) {
                FIXME("Clipping not supported with vertex shaders\n");
                warned = TRUE;
            }
        }
        return;
    }

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    /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
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     * of already set values
     */

    /* If enabling / disabling all
     * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
     */
    if (stateblock->renderState[WINED3DRS_CLIPPING]) {
        enable  = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
        disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
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        if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
            glDisable(GL_DEPTH_CLAMP_NV);
            checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
        }
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    } else {
        disable = 0xffffffff;
        enable  = 0x00;
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        if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
            glEnable(GL_DEPTH_CLAMP_NV);
            checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
        }
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    }

    if (enable & WINED3DCLIPPLANE0)  { glEnable(GL_CLIP_PLANE0);  checkGLcall("glEnable(clip plane 0)"); }
    if (enable & WINED3DCLIPPLANE1)  { glEnable(GL_CLIP_PLANE1);  checkGLcall("glEnable(clip plane 1)"); }
    if (enable & WINED3DCLIPPLANE2)  { glEnable(GL_CLIP_PLANE2);  checkGLcall("glEnable(clip plane 2)"); }
    if (enable & WINED3DCLIPPLANE3)  { glEnable(GL_CLIP_PLANE3);  checkGLcall("glEnable(clip plane 3)"); }
    if (enable & WINED3DCLIPPLANE4)  { glEnable(GL_CLIP_PLANE4);  checkGLcall("glEnable(clip plane 4)"); }
    if (enable & WINED3DCLIPPLANE5)  { glEnable(GL_CLIP_PLANE5);  checkGLcall("glEnable(clip plane 5)"); }

    if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
    if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
    if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
    if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
    if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
    if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }

    /** update clipping status */
    if (enable) {
        stateblock->clip_status.ClipUnion = 0;
        stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
    } else {
        stateblock->clip_status.ClipUnion = 0;
        stateblock->clip_status.ClipIntersection = 0;
    }
}

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static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    int blendEquation = GL_FUNC_ADD;
    int blendEquationAlpha = GL_FUNC_ADD;
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    if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
        WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
        return;
    }

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    /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
    if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
        WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
        return;
    }

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    switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
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        case WINED3DBLENDOP_ADD              : blendEquation = GL_FUNC_ADD;              break;
        case WINED3DBLENDOP_SUBTRACT         : blendEquation = GL_FUNC_SUBTRACT;         break;
        case WINED3DBLENDOP_REVSUBTRACT      : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
        case WINED3DBLENDOP_MIN              : blendEquation = GL_MIN;                   break;
        case WINED3DBLENDOP_MAX              : blendEquation = GL_MAX;                   break;
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        default:
            FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
    }

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    switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
        case WINED3DBLENDOP_ADD              : blendEquationAlpha = GL_FUNC_ADD;              break;
        case WINED3DBLENDOP_SUBTRACT         : blendEquationAlpha = GL_FUNC_SUBTRACT;         break;
        case WINED3DBLENDOP_REVSUBTRACT      : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
        case WINED3DBLENDOP_MIN              : blendEquationAlpha = GL_MIN;                   break;
        case WINED3DBLENDOP_MAX              : blendEquationAlpha = GL_MAX;                   break;
        default:
            FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
    }

    if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
        TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
        GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
        checkGLcall("glBlendEquationSeparateEXT");
    } else {
        TRACE("glBlendEquation(%x)\n", blendEquation);
        GL_EXTCALL(glBlendEquationEXT(blendEquation));
        checkGLcall("glBlendEquation");
    }
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}

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static void
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state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
     * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
     * specular color. This is wrong:
     * Separate specular color means the specular colour is maintained separately, whereas
     * single color means it is merged in. However in both cases they are being used to
     * some extent.
     * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
     * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
     * running 1.4 yet!
     *
     *
     * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
     * Instead, we need to setup the FinalCombiner properly.
     *
     * The default setup for the FinalCombiner is:
     *
     * <variable>       <input>                             <mapping>               <usage>
     * GL_VARIABLE_A_NV GL_FOG,                             GL_UNSIGNED_IDENTITY_NV GL_ALPHA
     * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV   GL_UNSIGNED_IDENTITY_NV GL_RGB
     * GL_VARIABLE_C_NV GL_FOG                              GL_UNSIGNED_IDENTITY_NV GL_RGB
     * GL_VARIABLE_D_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
     * GL_VARIABLE_E_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
     * GL_VARIABLE_F_NV GL_ZERO                             GL_UNSIGNED_IDENTITY_NV GL_RGB
     * GL_VARIABLE_G_NV GL_SPARE0_NV                        GL_UNSIGNED_IDENTITY_NV GL_ALPHA
     *
     * That's pretty much fine as it is, except for variable B, which needs to take
     * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
     * whether WINED3DRS_SPECULARENABLE is enabled or not.
     */

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    TRACE("Setting specular enable state and materials\n");
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    if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
        checkGLcall("glMaterialfv");
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        if(stateblock->material.Power > GL_LIMITS(shininess)) {
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            /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
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             * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
             * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
             * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
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Austin English committed
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             * them, it should be safe to do so without major visual distortions.
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             */
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            WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
            glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
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        } else {
            glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
        }
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        checkGLcall("glMaterialf(GL_SHININESS)");
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        if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
            glEnable(GL_COLOR_SUM_EXT);
        } else {
            TRACE("Specular colors cannot be enabled in this version of opengl\n");
        }
        checkGLcall("glEnable(GL_COLOR_SUM)");

        if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
            GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
            checkGLcall("glFinalCombinerInputNV()");
        }
    } else {
        float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};

        /* for the case of enabled lighting: */
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
        checkGLcall("glMaterialfv");

        /* for the case of disabled lighting: */
        if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
            glDisable(GL_COLOR_SUM_EXT);
        } else {
            TRACE("Specular colors cannot be disabled in this version of opengl\n");
        }
        checkGLcall("glDisable(GL_COLOR_SUM)");

        if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
            GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
            checkGLcall("glFinalCombinerInputNV()");
        }
    }
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    TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
          stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
    TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
          stateblock->material.Ambient.b, stateblock->material.Ambient.a);
    TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
          stateblock->material.Specular.b, stateblock->material.Specular.a);
    TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
          stateblock->material.Emissive.b, stateblock->material.Emissive.a);

    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
    checkGLcall("glMaterialfv(GL_AMBIENT)");
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
    checkGLcall("glMaterialfv(GL_DIFFUSE)");
    glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
    checkGLcall("glMaterialfv(GL_EMISSION)");
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}

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static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    unsigned int i;

    /* Note the texture color applies to all textures whereas
     * GL_TEXTURE_ENV_COLOR applies to active only
     */
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    float col[4];
    D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
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    if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
        /* And now the default texture color as well */
        for (i = 0; i < GL_LIMITS(texture_stages); i++) {
            /* Note the WINED3DRS value applies to all textures, but GL has one
             * per texture, so apply it now ready to be used!
             */
            if (GL_SUPPORT(ARB_MULTITEXTURE)) {
                GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
                checkGLcall("glActiveTextureARB");
            } else if (i>0) {
                FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
            }

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            glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
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            checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
        }
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    } else {
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        GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
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    }
}

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static void
renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
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    glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
    checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
    GL_EXTCALL(glActiveStencilFaceEXT(face));
    checkGLcall("glActiveStencilFaceEXT(...)");
    glStencilFunc(func, ref, mask);
    checkGLcall("glStencilFunc(...)");
    glStencilOp(stencilFail, depthFail, stencilPass);
    checkGLcall("glStencilOp(...)");
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}

static void
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state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    DWORD onesided_enable = FALSE;
    DWORD twosided_enable = FALSE;
    GLint func = GL_ALWAYS;
    GLint func_ccw = GL_ALWAYS;
    GLint ref = 0;
    GLuint mask = 0;
    GLint stencilFail = GL_KEEP;
    GLint depthFail = GL_KEEP;
    GLint stencilPass = GL_KEEP;
    GLint stencilFail_ccw = GL_KEEP;
    GLint depthFail_ccw = GL_KEEP;
    GLint stencilPass_ccw = GL_KEEP;

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    /* No stencil test without a stencil buffer */
    if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
        glDisable(GL_STENCIL_TEST);
        checkGLcall("glDisable GL_STENCIL_TEST");
        return;
    }

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    onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
    twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
    if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
        func = GL_ALWAYS;
    if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
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        func_ccw = GL_ALWAYS;
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    ref = stateblock->renderState[WINED3DRS_STENCILREF];
    mask = stateblock->renderState[WINED3DRS_STENCILMASK];
    stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
    depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
    stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
    stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
    depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
    stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
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    TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
          "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
          "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
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    onesided_enable, twosided_enable, ref, mask,
    func, stencilFail, depthFail, stencilPass,
    func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);

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    if (twosided_enable && onesided_enable) {
        glEnable(GL_STENCIL_TEST);
        checkGLcall("glEnable GL_STENCIL_TEST");

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        if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
            /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
             * which has an effect on the code below too. If we apply the front face
             * afterwards, we are sure that the active stencil face is set to front,
             * and other stencil functions which do not use two sided stencil do not have
             * to set it back
             */
            renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
                                         stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
            renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
                                         stencilFail, depthFail, stencilPass);
        } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
            GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
            checkGLcall("glStencilFuncSeparateATI(...)");
            GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
            checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
            GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
            checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
        } else {
            ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
        }
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    } else if(onesided_enable) {
        if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
            glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
            checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
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        }
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        /* This code disables the ATI extension as well, since the standard stencil functions are equal
         * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
         */
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        glEnable(GL_STENCIL_TEST);
        checkGLcall("glEnable GL_STENCIL_TEST");
        glStencilFunc(func, ref, mask);
        checkGLcall("glStencilFunc(...)");
        glStencilOp(stencilFail, depthFail, stencilPass);
        checkGLcall("glStencilOp(...)");
    } else {
        glDisable(GL_STENCIL_TEST);
        checkGLcall("glDisable GL_STENCIL_TEST");
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    }
}

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static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    DWORD mask;

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    if(stateblock->wineD3DDevice->stencilBufferTarget) {
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        mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
    } else {
        mask = 0;
    }

    if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
        GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
        checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
        glStencilMask(mask);
        checkGLcall("glStencilMask");
        GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
        checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
        glStencilMask(mask);
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    } else {
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        glStencilMask(mask);
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    }
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    checkGLcall("glStencilMask");
}

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static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
899 900
    /* TODO: Put this into the vertex type block once that is in the state table */
    BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
901 902
    BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
                  && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
903 904 905 906 907 908 909 910 911 912 913
    float fogstart, fogend;

    union {
        DWORD d;
        float f;
    } tmpvalue;

    if (!fogenable) {
        /* No fog? Disable it, and we're done :-) */
        glDisable(GL_FOG);
        checkGLcall("glDisable GL_FOG");
914 915 916 917 918 919 920
        if( use_ps(stateblock->wineD3DDevice)
                && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
            /* disable fog in the pixel shader
             * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
             * -1/(e-s) and e/(e-s) respectively.
             */
            glFogf(GL_FOG_START, 0.0f);
921
            checkGLcall("glFogf(GL_FOG_START, fogstart)");
922
            glFogf(GL_FOG_END, 1.0f);
923
            checkGLcall("glFogf(GL_FOG_END, fogend)");
924
        }
925
        return;
926 927 928 929 930 931 932
    }

    tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
    fogstart = tmpvalue.f;
    tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
    fogend = tmpvalue.f;

933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950
    /* Fog Rules:
     *
     * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
     * It can use the Z value of the vertex, or the alpha component of the specular color.
     * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
     * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
     * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
     *
     * FOGTABLEMODE != NONE:
     *  The Z value is used, with the equation specified, no matter what vertex type.
     *
     * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
     *  Per vertex fog is calculated using the specified fog equation and the parameters
     *
     * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
     * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
     *  Linear fog with start = 255.0, end = 0.0, input comes from the specular color
     *
951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966
     *
     * Rules for vertex fog with shaders:
     *
     * When mixing fixed function functionality with the programmable pipeline, D3D expects
     * the fog computation to happen during transformation while openGL expects it to happen
     * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
     * the pixel shader while openGL always expects the pixel shader to handle the blending.
     * To solve this problem, WineD3D does:
     * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
     * shader,
     * and 2) disables the fog computation (in either the fixed function or programmable
     * rasterizer) if using a vertex program.
     *
     *
     * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
     * without shaders).
967
     */
968 969 970 971 972 973 974 975

    if( is_ps3 ) {
        if( !use_vs(stateblock->wineD3DDevice)
                && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
            FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
        }
    }

976
    if (use_vs(stateblock->wineD3DDevice)
977
            && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
978 979 980 981 982 983 984 985
        if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
            if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
            /* Disable fog */
            fogenable = FALSE;
        } else {
            /* Set fog computation in the rasterizer to pass through the value (just blend it) */
            glFogi(GL_FOG_MODE, GL_LINEAR);
            checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
986 987 988
            fogstart = 1.0;
            fogend = 0.0;
        }
989

990
        if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
991
            glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
992
            checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
993
            context->fog_coord = FALSE;
994
        }
995
        context->last_was_foggy_shader = TRUE;
996
    }
997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029
    else if( use_ps(stateblock->wineD3DDevice) ) {
        /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
         * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
         */
        WINED3DFOGMODE mode;
        context->last_was_foggy_shader = FALSE;

        /* If both fogmodes are set use the table fog mode */
        if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
            mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
        else
            mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];

        switch (mode) {
            case WINED3DFOG_EXP:
            case WINED3DFOG_EXP2:
                if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
                /* Disable fog */
                fogenable = FALSE;
                break;

            case WINED3DFOG_LINEAR:
                fogstart = -1.0f/(fogend-fogstart);
                fogend *= -fogstart;
                break;

            case WINED3DFOG_NONE:
                if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
                /* Disable fog */
                fogenable = FALSE;
                break;
            default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
        }
1030

1031
        if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1032
            glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1033
            checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1034
            context->fog_coord = FALSE;
1035
        }
1036
    }
1037 1038 1039
    /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
     * the system will apply only pixel(=table) fog effects."
     */
1040
    else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1041 1042
        glHint(GL_FOG_HINT, GL_FASTEST);
        checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
1043
        context->last_was_foggy_shader = FALSE;
1044

1045
        switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1046
            /* If processed vertices are used, fall through to the NONE case */
1047
            case WINED3DFOG_EXP:  {
1048
                if(!context->last_was_rhw) {
1049
                    glFogi(GL_FOG_MODE, GL_EXP);
1050
                    checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1051
                    if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1052
                        glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1053
                        checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1054
                        context->fog_coord = FALSE;
1055 1056 1057 1058
                    }
                    break;
                }
            }
1059
            case WINED3DFOG_EXP2: {
1060
                if(!context->last_was_rhw) {
1061
                    glFogi(GL_FOG_MODE, GL_EXP2);
1062
                    checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1063
                    if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1064
                        glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1065
                        checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1066
                        context->fog_coord = FALSE;
1067 1068 1069 1070
                    }
                    break;
                }
            }
1071
            case WINED3DFOG_LINEAR: {
1072
                if(!context->last_was_rhw) {
1073
                    glFogi(GL_FOG_MODE, GL_LINEAR);
1074
                    checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1075
                    if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1076
                        glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1077
                        checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1078
                        context->fog_coord = FALSE;
1079 1080 1081 1082
                    }
                    break;
                }
            }
1083
            case WINED3DFOG_NONE: {
1084 1085 1086 1087 1088
                /* Both are none? According to msdn the alpha channel of the specular
                 * color contains a fog factor. Set it in drawStridedSlow.
                 * Same happens with Vertexfog on transformed vertices
                 */
                if(GL_SUPPORT(EXT_FOG_COORD)) {
1089 1090
                    if(context->fog_coord == FALSE) {
                        glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1091
                        checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1092 1093
                        context->fog_coord = TRUE;
                    }
1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108
                    glFogi(GL_FOG_MODE, GL_LINEAR);
                    checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
                    fogstart = 0xff;
                    fogend = 0x0;
                } else {
                    /* Disable GL fog, handle this in software in drawStridedSlow */
                    fogenable = FALSE;
                }
                break;
            }
            default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
        }
    } else {
        glHint(GL_FOG_HINT, GL_NICEST);
        checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
1109
        context->last_was_foggy_shader = FALSE;
1110

1111
        switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1112
            case WINED3DFOG_EXP:
1113
                glFogi(GL_FOG_MODE, GL_EXP);
1114
                checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1115
                if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1116
                    glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1117
                    checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1118
                    context->fog_coord = FALSE;
1119 1120 1121
                }
                break;

1122
            case WINED3DFOG_EXP2:
1123
                glFogi(GL_FOG_MODE, GL_EXP2);
1124
                checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1125
                if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1126
                    glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1127
                    checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1128
                    context->fog_coord = FALSE;
1129 1130 1131
                }
                break;

1132
            case WINED3DFOG_LINEAR:
1133
                glFogi(GL_FOG_MODE, GL_LINEAR);
1134
                checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1135
                if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1136
                    glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1137
                    checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1138
                    context->fog_coord = FALSE;
1139 1140 1141
                }
                break;

1142
            case WINED3DFOG_NONE:   /* Won't happen */
1143 1144 1145 1146 1147 1148 1149 1150 1151
            default:
                FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
        }
    }

    if(fogenable) {
        glEnable(GL_FOG);
        checkGLcall("glEnable GL_FOG");

1152 1153 1154
        if(fogstart != fogend)
        {
            glFogfv(GL_FOG_START, &fogstart);
1155
            checkGLcall("glFogf(GL_FOG_START, fogstart)");
1156 1157 1158
            TRACE("Fog Start == %f\n", fogstart);

            glFogfv(GL_FOG_END, &fogend);
1159
            checkGLcall("glFogf(GL_FOG_END, fogend)");
1160 1161 1162 1163 1164
            TRACE("Fog End == %f\n", fogend);
        }
        else
        {
            glFogf(GL_FOG_START, -1.0 / 0.0);
1165
            checkGLcall("glFogf(GL_FOG_START, fogstart)");
1166
            TRACE("Fog Start == %f\n", fogstart);
1167

1168
            glFogf(GL_FOG_END, 0.0);
1169
            checkGLcall("glFogf(GL_FOG_END, fogend)");
1170 1171
            TRACE("Fog End == %f\n", fogend);
        }
1172 1173 1174
    } else {
        glDisable(GL_FOG);
        checkGLcall("glDisable GL_FOG");
1175 1176 1177 1178 1179 1180
        if( use_ps(stateblock->wineD3DDevice) ) {
            /* disable fog in the pixel shader
             * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
             * -1/(e-s) and e/(e-s) respectively.
             */
            glFogf(GL_FOG_START, 0.0f);
1181
            checkGLcall("glFogf(GL_FOG_START, fogstart)");
1182
            glFogf(GL_FOG_END, 1.0f);
1183
            checkGLcall("glFogf(GL_FOG_END, fogend)");
1184
        }
1185
    }
1186
}
1187

1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200
static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
    if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
        if (GL_SUPPORT(NV_FOG_DISTANCE)) {
            glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
            checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
        } else {
            WARN("Range fog enabled, but not supported by this opengl implementation\n");
        }
    } else {
        if (GL_SUPPORT(NV_FOG_DISTANCE)) {
            glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
            checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
        }
1201 1202 1203
    }
}

1204
static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1205 1206 1207
    float col[4];
    D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
    glFogfv(GL_FOG_COLOR, &col[0]);
1208 1209 1210
    checkGLcall("glFog GL_FOG_COLOR");
}

1211
static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1212 1213 1214 1215 1216 1217 1218 1219 1220
    union {
        DWORD d;
        float f;
    } tmpvalue;
    tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
    glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
    checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
}

1221
/* TODO: Merge with primitive type + init_materials()!! */
1222
static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1223
    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1224
    GLenum Parm = 0;
1225
    WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1226 1227
    BOOL isDiffuseSupplied;

1228
    /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1229 1230
     * The vertex declaration will call this function if the fixed function pipeline is used.
     */
1231 1232

    if(isStateDirty(context, STATE_VDECL)) {
1233 1234 1235 1236
        return;
    }

    isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1237

1238
    context->num_untracked_materials = 0;
1239
    if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1240 1241 1242 1243 1244 1245
        TRACE("diff %d, amb %d, emis %d, spec %d\n",
              stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
              stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
              stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
              stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);

1246 1247
        if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
            if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1248 1249 1250 1251
                Parm = GL_AMBIENT_AND_DIFFUSE;
            } else {
                Parm = GL_DIFFUSE;
            }
1252 1253 1254 1255 1256 1257 1258 1259
            if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
                context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
                context->num_untracked_materials++;
            }
            if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
                context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
                context->num_untracked_materials++;
            }
1260
        } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1261
            Parm = GL_AMBIENT;
1262 1263 1264 1265 1266 1267 1268 1269
            if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
                context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
                context->num_untracked_materials++;
            }
            if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
                context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
                context->num_untracked_materials++;
            }
1270
        } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1271
            Parm = GL_EMISSION;
1272 1273 1274 1275
            if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
                context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
                context->num_untracked_materials++;
            }
1276
        } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1277 1278
            Parm = GL_SPECULAR;
        }
1279
    }
1280

1281
    /* Nothing changed, return. */
1282
    if (Parm == context->tracking_parm) return;
1283

1284
    if(!Parm) {
1285 1286
        glDisable(GL_COLOR_MATERIAL);
        checkGLcall("glDisable GL_COLOR_MATERIAL");
1287
    } else {
1288 1289 1290 1291
        glColorMaterial(GL_FRONT_AND_BACK, Parm);
        checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
        glEnable(GL_COLOR_MATERIAL);
        checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1292
    }
1293 1294 1295

    /* Apparently calls to glMaterialfv are ignored for properties we're
     * tracking with glColorMaterial, so apply those here. */
1296
    switch (context->tracking_parm) {
1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330
        case GL_AMBIENT_AND_DIFFUSE:
            glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
            glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
            checkGLcall("glMaterialfv");
            break;

        case GL_DIFFUSE:
            glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
            checkGLcall("glMaterialfv");
            break;

        case GL_AMBIENT:
            glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
            checkGLcall("glMaterialfv");
            break;

        case GL_EMISSION:
            glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
            checkGLcall("glMaterialfv");
            break;

        case GL_SPECULAR:
            /* Only change material color if specular is enabled, otherwise it is set to black */
            if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
                glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
                checkGLcall("glMaterialfv");
            } else {
                float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
                glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
                checkGLcall("glMaterialfv");
            }
            break;
    }

1331
    context->tracking_parm = Parm;
1332 1333
}

1334
static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353
    union {
        DWORD                 d;
        WINED3DLINEPATTERN    lp;
    } tmppattern;
    tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];

    TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);

    if (tmppattern.lp.wRepeatFactor) {
        glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
        checkGLcall("glLineStipple(repeat, linepattern)");
        glEnable(GL_LINE_STIPPLE);
        checkGLcall("glEnable(GL_LINE_STIPPLE);");
    } else {
        glDisable(GL_LINE_STIPPLE);
        checkGLcall("glDisable(GL_LINE_STIPPLE);");
    }
}

1354
static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380
    union {
        DWORD d;
        float f;
    } tmpvalue;

    if (stateblock->renderState[WINED3DRS_ZBIAS]) {
        tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
        TRACE("ZBias value %f\n", tmpvalue.f);
        glPolygonOffset(0, -tmpvalue.f);
        checkGLcall("glPolygonOffset(0, -Value)");
        glEnable(GL_POLYGON_OFFSET_FILL);
        checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
        glEnable(GL_POLYGON_OFFSET_LINE);
        checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
        glEnable(GL_POLYGON_OFFSET_POINT);
        checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
    } else {
        glDisable(GL_POLYGON_OFFSET_FILL);
        checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
        glDisable(GL_POLYGON_OFFSET_LINE);
        checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
        glDisable(GL_POLYGON_OFFSET_POINT);
        checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
    }
}

1381

1382
static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1383 1384 1385 1386 1387 1388 1389 1390 1391 1392
    if(isStateDirty(context, STATE_VDECL)) {
        return;
    }
    /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
     * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
     * by zero and is not properly defined in opengl, so avoid it
     */
    if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
        stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
        stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1393 1394 1395 1396 1397 1398 1399 1400
        glEnable(GL_NORMALIZE);
        checkGLcall("glEnable(GL_NORMALIZE);");
    } else {
        glDisable(GL_NORMALIZE);
        checkGLcall("glDisable(GL_NORMALIZE);");
    }
}

1401
static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1402 1403 1404 1405 1406
    union {
        DWORD d;
        float f;
    } tmpvalue;

1407
    tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1408 1409
    if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
        GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1410
        checkGLcall("glPointParameterfARB(...)");
1411 1412
    }
    else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1413
        GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1414
        checkGLcall("glPointParameterfEXT(...)");
1415 1416
    } else if(tmpvalue.f != 1.0) {
        FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1417 1418 1419
    }
}

1420
static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1421 1422 1423 1424 1425
    union {
        DWORD d;
        float f;
    } tmpvalue;

1426
    tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1427 1428
    if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
        GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1429
        checkGLcall("glPointParameterfARB(...)");
1430 1431
    }
    else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1432
        GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1433
        checkGLcall("glPointParameterfEXT(...)");
1434 1435
    } else if(tmpvalue.f != 64.0) {
        FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1436 1437 1438
    }
}

1439
static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1440 1441 1442 1443 1444 1445 1446 1447 1448
    /* TODO: Group this with the viewport */
    /*
     * POINTSCALEENABLE controls how point size value is treated. If set to
     * true, the point size is scaled with respect to height of viewport.
     * When set to false point size is in pixels.
     */

    /* Default values */
    GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1449 1450 1451 1452
    union {
        DWORD d;
        float f;
    } pointSize, A, B, C;
1453

1454 1455 1456 1457
    pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
    A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
    B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
    C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1458

1459 1460 1461 1462
    if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
        GLfloat scaleFactor;
        float h = stateblock->viewport.Height;

1463
        if(pointSize.f < GL_LIMITS(pointsizemin)) {
1464
            /*
1465 1466 1467
             * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
             * 0.0f. This means that OpenGL will clamp really small point sizes to the
             * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1468 1469
             * are less than 1.0f. scale_factor =  1.0f / point_size.
             */
1470 1471 1472 1473 1474
            scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
            /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
             * is 1.0, but then accepts points below that and draws too small points
             */
            pointSize.f = GL_LIMITS(pointsizemin);
1475 1476 1477 1478 1479 1480 1481 1482 1483
        } else if(pointSize.f > GL_LIMITS(pointsize)) {
            /* gl already scales the input to glPointSize,
             * d3d scales the result after the point size scale.
             * If the point size is bigger than the max size, use the
             * scaling to scale it bigger, and set the gl point size to max
             */
            scaleFactor = pointSize.f / GL_LIMITS(pointsize);
            TRACE("scale: %f\n", scaleFactor);
            pointSize.f = GL_LIMITS(pointsize);
1484 1485 1486
        } else {
            scaleFactor = 1.0f;
        }
1487
        scaleFactor = pow(h * scaleFactor, 2);
1488

1489 1490 1491
        att[0] = A.f / scaleFactor;
        att[1] = B.f / scaleFactor;
        att[2] = C.f / scaleFactor;
1492 1493 1494 1495
    }

    if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
        GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1496
        checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1497 1498 1499
    }
    else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
        GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1500
        checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1501 1502
    } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
        WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1503
    }
1504 1505 1506

    glPointSize(pointSize.f);
    checkGLcall("glPointSize(...);");
1507 1508
}

1509
static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1510 1511 1512
    DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];

    TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1513 1514 1515 1516 1517 1518 1519 1520
        Value & WINED3DCOLORWRITEENABLE_RED   ? 1 : 0,
        Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
        Value & WINED3DCOLORWRITEENABLE_BLUE  ? 1 : 0,
        Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
    glColorMask(Value & WINED3DCOLORWRITEENABLE_RED   ? GL_TRUE : GL_FALSE,
                Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
                Value & WINED3DCOLORWRITEENABLE_BLUE  ? GL_TRUE : GL_FALSE,
                Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533
    checkGLcall("glColorMask(...)");

    /* depends on WINED3DRS_COLORWRITEENABLE. */
    if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
       stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
       stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
        ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
            stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
            stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
            stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
    }
}

1534
static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1535 1536 1537 1538 1539 1540 1541 1542 1543
    if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
        glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
        checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
    } else {
        glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
        checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
    }
}

1544
static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1545 1546 1547
    if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
        TRACE("Last Pixel Drawing Enabled\n");
    } else {
1548 1549 1550 1551 1552 1553 1554
        static BOOL first = TRUE;
        if(first) {
            FIXME("Last Pixel Drawing Disabled, not handled yet\n");
            first = FALSE;
        } else {
            TRACE("Last Pixel Drawing Disabled, not handled yet\n");
        }
1555 1556 1557
    }
}

1558
static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1559 1560 1561 1562 1563 1564 1565
    /* TODO: NV_POINT_SPRITE */
    if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
        TRACE("Point sprites not supported\n");
        return;
    }

    if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1566
        glEnable(GL_POINT_SPRITE_ARB);
1567
        checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1568
    } else {
1569
        glDisable(GL_POINT_SPRITE_ARB);
1570
        checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1571 1572 1573
    }
}

1574
static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1575 1576 1577
    /**
     http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
     http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1578
     Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599
     http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248

     so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
     */
    TRACE("Stub\n");
    if(stateblock->renderState[WINED3DRS_WRAP0] ||
       stateblock->renderState[WINED3DRS_WRAP1] ||
       stateblock->renderState[WINED3DRS_WRAP2] ||
       stateblock->renderState[WINED3DRS_WRAP3] ||
       stateblock->renderState[WINED3DRS_WRAP4] ||
       stateblock->renderState[WINED3DRS_WRAP5] ||
       stateblock->renderState[WINED3DRS_WRAP6] ||
       stateblock->renderState[WINED3DRS_WRAP7] ||
       stateblock->renderState[WINED3DRS_WRAP8] ||
       stateblock->renderState[WINED3DRS_WRAP9] ||
       stateblock->renderState[WINED3DRS_WRAP10] ||
       stateblock->renderState[WINED3DRS_WRAP11] ||
       stateblock->renderState[WINED3DRS_WRAP12] ||
       stateblock->renderState[WINED3DRS_WRAP13] ||
       stateblock->renderState[WINED3DRS_WRAP14] ||
       stateblock->renderState[WINED3DRS_WRAP15] ) {
1600
        FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1601 1602 1603
    }
}

1604
static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1605 1606 1607 1608 1609 1610 1611 1612 1613 1614
    if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
        if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
            glEnable(GL_MULTISAMPLE_ARB);
            checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
        } else {
            glDisable(GL_MULTISAMPLE_ARB);
            checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
        }
    } else {
        if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1615
            WARN("Multisample antialiasing not supported by gl\n");
1616 1617 1618 1619
        }
    }
}

1620
static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1621 1622 1623 1624 1625 1626 1627 1628 1629
    if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
        glEnable(GL_SCISSOR_TEST);
        checkGLcall("glEnable(GL_SCISSOR_TEST)");
    } else {
        glDisable(GL_SCISSOR_TEST);
        checkGLcall("glDisable(GL_SCISSOR_TEST)");
    }
}

1630
static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648
    union {
        DWORD d;
        float f;
    } tmpvalue;

    if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
       stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
        tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
        glEnable(GL_POLYGON_OFFSET_FILL);
        checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
        glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
        checkGLcall("glPolygonOffset(...)");
    } else {
        glDisable(GL_POLYGON_OFFSET_FILL);
        checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
    }
}

1649
static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1650 1651 1652 1653 1654 1655 1656 1657 1658
    if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
        glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
        checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
    } else {
        glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
        checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
    }
}

1659
static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1660 1661
    TRACE("Stub\n");
    if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1662
        FIXME(" Stippled Alpha not supported yet.\n");
1663 1664
}

1665
static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1666 1667
    TRACE("Stub\n");
    if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1668
        FIXME(" Antialias not supported yet.\n");
1669 1670
}

1671
static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1672 1673
    TRACE("Stub\n");
    if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1674
        FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1675 1676
}

1677
static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1678
    TRACE("Stub\n");
1679
    if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1680
        FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1681 1682
}

1683
static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1684 1685 1686 1687 1688 1689 1690 1691
    union {
        DWORD d;
        float f;
    } tmpvalue;
    tmpvalue.f = 1.0f;

    TRACE("Stub\n");
    if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1692
    {
1693 1694
        static BOOL displayed = FALSE;

1695
        tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1696 1697 1698 1699
        if(!displayed)
            FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);

        displayed = TRUE;
1700
    }
1701 1702
}

1703
static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1704
    TRACE("Stub\n");
1705
    if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1706
        FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1707 1708
}

1709
static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1710
    TRACE("Stub\n");
1711
    if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1712
        FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1713 1714
}

1715
static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1716 1717 1718 1719 1720
    TRACE("Stub\n");
    if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
        FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
}

1721
static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1722 1723 1724 1725 1726
    if(stateblock->renderState[WINED3DRS_WRAPU]) {
        FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
    }
}

1727
static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1728 1729 1730 1731 1732
    if(stateblock->renderState[WINED3DRS_WRAPV]) {
        FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
    }
}

1733
static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1734 1735 1736 1737 1738
    if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
        FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
    }
}

1739
static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1740 1741 1742 1743 1744
    if(stateblock->renderState[WINED3DRS_ROP2]) {
        FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
    }
}

1745
static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1746 1747 1748 1749 1750
    if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
        FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
    }
}

1751
static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1752 1753 1754 1755 1756
    if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
        FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
    }
}

1757
static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1758 1759 1760 1761 1762
    if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
        FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
    }
}

1763
static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1764 1765 1766 1767 1768
    if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
        FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
    }
}

1769
static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1770 1771 1772 1773 1774
    if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
        FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
    }
}

1775
static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1776 1777 1778 1779 1780
    if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
        FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
    }
}

1781
static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1782 1783 1784 1785 1786
    if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
        FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
    }
}

1787
static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1788 1789 1790 1791 1792
    if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
        FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
    }
}

1793
static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1794 1795 1796 1797 1798
    if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
        FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
    }
}

1799
static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1800 1801 1802 1803 1804
    if(stateblock->renderState[WINED3DRS_EXTENTS]) {
        FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
    }
}

1805
static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1806 1807 1808 1809 1810
    if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
        FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
    }
}

1811
static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1812
    DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1813
    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1814
    BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1815 1816 1817 1818 1819 1820 1821 1822 1823

    TRACE("Setting color op for stage %d\n", stage);

    if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
        ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
        /* Using a pixel shader? Don't care for anything here, the shader applying does it */
        return;
    }

1824 1825 1826 1827
    if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);

    if (mapped_stage != -1) {
        if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1828 1829
            if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
                FIXME("Attempt to enable unsupported stage!\n");
1830
                return;
1831
            }
1832 1833 1834 1835
            GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
            checkGLcall("glActiveTextureARB");
        } else if (stage > 0) {
            WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849
            return;
        }
    }

    if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
        if(stateblock->lowest_disabled_stage > 0) {
            glEnable(GL_REGISTER_COMBINERS_NV);
            GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
        } else {
            glDisable(GL_REGISTER_COMBINERS_NV);
        }
    }
    if(stage >= stateblock->lowest_disabled_stage) {
        TRACE("Stage disabled\n");
1850 1851 1852 1853 1854 1855
        if (mapped_stage != -1) {
            /* Disable everything here */
            glDisable(GL_TEXTURE_2D);
            checkGLcall("glDisable(GL_TEXTURE_2D)");
            glDisable(GL_TEXTURE_3D);
            checkGLcall("glDisable(GL_TEXTURE_3D)");
1856 1857 1858 1859
            if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
                glDisable(GL_TEXTURE_CUBE_MAP_ARB);
                checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
            }
1860 1861 1862 1863
            if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
                glDisable(GL_TEXTURE_RECTANGLE_ARB);
                checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
            }
1864
            if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
1865 1866
                glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
            }
1867
        }
1868 1869 1870 1871
        /* All done */
        return;
    }

1872 1873 1874
    /* The sampler will also activate the correct texture dimensions, so no need to do it here
     * if the sampler for this stage is dirty
     */
1875
    if(!isStateDirty(context, STATE_SAMPLER(stage))) {
1876
        if (tex_used) texture_activate_dimensions(stage, stateblock, context);
1877
    }
1878 1879 1880 1881 1882 1883 1884 1885

    /* Set the texture combiners */
    if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
        set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
                         stateblock->textureState[stage][WINED3DTSS_COLOROP],
                         stateblock->textureState[stage][WINED3DTSS_COLORARG1],
                         stateblock->textureState[stage][WINED3DTSS_COLORARG2],
                         stateblock->textureState[stage][WINED3DTSS_COLORARG0],
1886 1887
                         mapped_stage,
                         stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898

        /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
         * thus the texture shader may have to be updated
         */
        if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
            BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
                             stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
            BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
            if(usesBump != usedBump) {
                GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
                checkGLcall("glActiveTextureARB");
1899
                texture_activate_dimensions(stage + 1, stateblock, context);
1900 1901 1902 1903
                GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
                checkGLcall("glActiveTextureARB");
            }
        }
1904 1905 1906 1907 1908 1909 1910 1911 1912
    } else {
        set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
                    stateblock->textureState[stage][WINED3DTSS_COLOROP],
                    stateblock->textureState[stage][WINED3DTSS_COLORARG1],
                    stateblock->textureState[stage][WINED3DTSS_COLORARG2],
                    stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
    }
}

1913
static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1914
    DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
1915
    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
1916
    BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
1917
    DWORD op, arg1, arg2, arg0;
1918 1919

    TRACE("Setting alpha op for stage %d\n", stage);
1920
    /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
1921 1922
    if (mapped_stage != -1) {
        if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1923 1924
            if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
                FIXME("Attempt to enable unsupported stage!\n");
1925
                return;
1926
            }
1927 1928 1929 1930 1931
            GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
            checkGLcall("glActiveTextureARB");
        } else if (stage > 0) {
            /* We can't do anything here */
            WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1932 1933 1934 1935
            return;
        }
    }

1936 1937 1938 1939 1940 1941
    op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
    arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
    arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
    arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];

    if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
1942 1943
       stateblock->textures[0] &&
       (stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
1944 1945
        IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];

1946
        if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1947
           getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1948 1949 1950 1951 1952 1953

            /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
             * On the other hand applications can still use texture combiners apparently. This code takes care that apps
             * cannot remove the texture's alpha channel entirely.
             *
             * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
1954 1955
             * on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
             * draw things like translucent text and perform other blending effects.
1956
             *
1957 1958 1959 1960 1961 1962 1963 1964 1965
             * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
             * behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
             * OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
             * (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
             * wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
             * (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
             * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
             * otherwise, selecting diffuse alpha is ignored in favour of texture alpha.

1966 1967
             * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
             */
1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985
            if(op == WINED3DTOP_DISABLE) {
                arg1 = WINED3DTA_TEXTURE;
                op = WINED3DTOP_SELECTARG1;
            }
            else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
                if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
                    arg2 = WINED3DTA_TEXTURE;
                    op = WINED3DTOP_MODULATE;
                }
                else arg1 = WINED3DTA_TEXTURE;
            }
            else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
                if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
                    arg1 = WINED3DTA_TEXTURE;
                    op = WINED3DTOP_MODULATE;
                }
                else arg2 = WINED3DTA_TEXTURE;
            }
1986 1987 1988
        }
    }

1989 1990 1991
    TRACE("Setting alpha op for stage %d\n", stage);
    if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
        set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
1992
                         op, arg1, arg2, arg0,
1993 1994
                         mapped_stage,
                         stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
1995
    } else {
1996 1997
        set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
                    op, arg1, arg2, arg0);
1998 1999 2000
    }
}

2001
static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2002
    DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
2003
    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
2004
    BOOL generated;
2005

2006
    /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
2007
    if(use_vs(stateblock->wineD3DDevice) ||
2008 2009 2010 2011 2012
       isStateDirty(context, STATE_VDECL)) {
        TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
        return;
    }

2013
    if (mapped_stage == -1) return;
2014 2015

    if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2016
        if(mapped_stage >= GL_LIMITS(textures)) {
2017 2018
            return;
        }
2019
        GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2020
        checkGLcall("glActiveTextureARB");
2021
    } else if (mapped_stage > 0) {
2022 2023 2024 2025
        /* We can't do anything here */
        WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
        return;
    }
2026
    generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
2027

2028
    set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
2029
                        stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
2030
                        generated,
2031 2032 2033 2034
                        context->last_was_rhw,
                        stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwStride ?
                            stateblock->wineD3DDevice->strided_streams.u.s.texCoords[texUnit].dwType:
                            WINED3DDECLTYPE_UNUSED);
2035

2036 2037 2038 2039 2040 2041 2042 2043
    /* The sampler applying function calls us if this changes */
    if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
        if(generated) {
            FIXME("Non-power2 texture being used with generated texture coords\n");
        }
        TRACE("Non power two matrix multiply fixup\n");
        glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
    }
2044 2045
}

2046 2047 2048
static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
    int texture_idx;

2049
    for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
2050 2051 2052 2053 2054 2055 2056 2057 2058 2059
        GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    }
}

static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
    UINT *offset = stateblock->streamOffset;
    unsigned int mapped_stage = 0;
    unsigned int textureNo = 0;

2060 2061 2062 2063 2064 2065 2066
    /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
    /* Abort if we don't support the extension. */
    if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
        FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
        return;
    }

2067
    for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
2068 2069 2070 2071
        int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];

        mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
        if (mapped_stage == -1) continue;
2072

2073 2074 2075 2076 2077 2078 2079 2080 2081
        if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
            TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
                    textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);

            if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
                GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
                checkGLcall("glBindBufferARB");
                *curVBO = sd->u.s.texCoords[coordIdx].VBO;
            }
2082 2083 2084 2085

            GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
            checkGLcall("glClientActiveTextureARB");

2086 2087 2088 2089 2090 2091 2092 2093 2094
            /* The coords to supply depend completely on the fvf / vertex shader */
            glTexCoordPointer(
                    WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
                    WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
                    sd->u.s.texCoords[coordIdx].dwStride,
                    sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
            glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        } else {
            GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
2095 2096 2097 2098 2099 2100 2101 2102 2103
        }
    }
    if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
        /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
        for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
            GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
        }
    }
}
2104

2105
static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2106
    DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2107 2108 2109 2110 2111 2112
    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];

    if (mapped_stage == -1) {
        TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
        return;
    }
2113 2114

    if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2115
        if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
2116 2117
            return;
        }
2118
        GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173
        checkGLcall("glActiveTextureARB");
    } else if (stage > 0) {
        /* We can't do anything here */
        WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
        return;
    }

    /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
     *
     * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
     * one flag, you can still specify an index value, which the system uses to
     * determine the texture wrapping mode.
     * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
     * means use the vertex position (camera-space) as the input texture coordinates
     * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
     * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
     * to the TEXCOORDINDEX value
     */

    /*
     * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
     */
    switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
    case WINED3DTSS_TCI_PASSTHRU:
        /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
        glDisable(GL_TEXTURE_GEN_S);
        glDisable(GL_TEXTURE_GEN_T);
        glDisable(GL_TEXTURE_GEN_R);
        glDisable(GL_TEXTURE_GEN_Q);
        checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
        break;

    case WINED3DTSS_TCI_CAMERASPACEPOSITION:
        /* CameraSpacePosition means use the vertex position, transformed to camera space,
         * as the input texture coordinates for this stage's texture transformation. This
         * equates roughly to EYE_LINEAR
         */
        {
            float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
            float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
            float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
            float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
            TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");

            glMatrixMode(GL_MODELVIEW);
            glPushMatrix();
            glLoadIdentity();
            glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
            glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
            glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
            glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
            glPopMatrix();

            TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
            glEnable(GL_TEXTURE_GEN_S);
2174
            checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2175 2176 2177
            glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
            checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
            glEnable(GL_TEXTURE_GEN_T);
2178
            checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2179 2180 2181
            glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
            checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
            glEnable(GL_TEXTURE_GEN_R);
2182
            checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206
            glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
            checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
        }
        break;

    case WINED3DTSS_TCI_CAMERASPACENORMAL:
        {
            if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
                float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
                float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
                float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
                float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
                TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");

                glMatrixMode(GL_MODELVIEW);
                glPushMatrix();
                glLoadIdentity();
                glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
                glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
                glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
                glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
                glPopMatrix();

                glEnable(GL_TEXTURE_GEN_S);
2207
                checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2208 2209 2210
                glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
                checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
                glEnable(GL_TEXTURE_GEN_T);
2211
                checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2212 2213 2214
                glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
                checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
                glEnable(GL_TEXTURE_GEN_R);
2215
                checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240
                glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
                checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
            }
        }
        break;

    case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
        {
            if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
            float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
            float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
            float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
            float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
            TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");

            glMatrixMode(GL_MODELVIEW);
            glPushMatrix();
            glLoadIdentity();
            glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
            glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
            glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
            glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
            glPopMatrix();

            glEnable(GL_TEXTURE_GEN_S);
2241
            checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
2242 2243 2244
            glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
            checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
            glEnable(GL_TEXTURE_GEN_T);
2245
            checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
2246 2247 2248
            glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
            checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
            glEnable(GL_TEXTURE_GEN_R);
2249
            checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266
            glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
            checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
            }
        }
        break;

    /* Unhandled types: */
    default:
        /* Todo: */
        /* ? disable GL_TEXTURE_GEN_n ? */
        glDisable(GL_TEXTURE_GEN_S);
        glDisable(GL_TEXTURE_GEN_T);
        glDisable(GL_TEXTURE_GEN_R);
        glDisable(GL_TEXTURE_GEN_Q);
        FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
        break;
    }
2267 2268

    /* Update the texture matrix */
2269
    if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
2270
        transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
2271
    }
2272

2273
    if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
2274
        /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
2275
         * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
2276 2277 2278
         * and do all the things linked to it
         * TODO: Tidy that up to reload only the arrays of the changed unit
         */
2279 2280 2281 2282
        GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;

        unloadTexCoords(stateblock);
        loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
2283
    }
2284 2285
}

2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299
static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;

    /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
     * has an update pending
     */
    if(isStateDirty(context, STATE_VDECL) ||
       isStateDirty(context, STATE_PIXELSHADER)) {
       return;
    }

    device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
}

2300
static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2301 2302 2303 2304 2305 2306
    DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
    union {
        DWORD d;
        float f;
    } tmpvalue;

2307
    if(stateblock->pixelShader && stage != 0 &&
2308
       ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2309 2310 2311 2312 2313 2314 2315 2316 2317
        /* The pixel shader has to know the luminance scale. Do a constants update if it
         * isn't scheduled anyway
         */
        if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
           !isStateDirty(context, STATE_PIXELSHADER)) {
            shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
        }
    }

2318 2319
    tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
    if(tmpvalue.f != 0.0) {
2320
        FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
2321 2322 2323
    }
}

2324
static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2325 2326 2327 2328 2329 2330
    DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
    union {
        DWORD d;
        float f;
    } tmpvalue;

2331
    if(stateblock->pixelShader && stage != 0 &&
2332
       ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2333 2334 2335 2336 2337 2338 2339 2340 2341
        /* The pixel shader has to know the luminance offset. Do a constants update if it
         * isn't scheduled anyway
         */
        if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
           !isStateDirty(context, STATE_PIXELSHADER)) {
            shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
        }
    }

2342 2343
    tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
    if(tmpvalue.f != 0.0) {
2344
        FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
2345 2346 2347
    }
}

2348
static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2349
    DWORD sampler = state - STATE_SAMPLER(0);
2350
    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2351 2352 2353 2354
    union {
        float f;
        DWORD d;
    } tmpvalue;
2355 2356 2357 2358 2359

    TRACE("Sampler: %d\n", sampler);
    /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
     * only has to bind textures and set the per texture states
     */
2360 2361 2362 2363 2364 2365

    if (mapped_stage == -1) {
        TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
        return;
    }

2366
    if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2367
        if (mapped_stage >= GL_LIMITS(combined_samplers)) {
2368 2369
            return;
        }
2370
        GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2371 2372 2373 2374 2375 2376 2377 2378
        checkGLcall("glActiveTextureARB");
    } else if (sampler > 0) {
        /* We can't do anything here */
        WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
        return;
    }

    if(stateblock->textures[sampler]) {
2379
        BOOL texIsPow2 = FALSE;
2380

2381 2382 2383 2384
        /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
         * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
         * scaling is reapplied or removed, the texture matrix has to be reapplied
         */
2385
        if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
2386 2387
            if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
               stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
2388 2389
                if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0 ||
                   ((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[5] != 1.0 ) {
2390 2391 2392
                    texIsPow2 = TRUE;
                }
            } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
2393
                if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0) {
2394 2395 2396 2397
                    texIsPow2 = TRUE;
                }
            }

2398 2399
            if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
                context->lastWasPow2Texture[sampler] = texIsPow2;
2400
                transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
2401
            }
2402 2403
        }

2404
        IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
2405 2406
        IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);

2407 2408 2409 2410 2411
        if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
            tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
            glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
                      GL_TEXTURE_LOD_BIAS_EXT,
                      tmpvalue.f);
2412
            checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
2413 2414
        }

2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426
        if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
            ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
            /* Using a pixel shader? Verify the sampler types */

            /* Make sure that the texture dimensions are enabled. I don't have to disable the other
             * dimensions because the shader knows from which texture type to sample from. For the sake of
             * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
             * dimensions. This should make wrong sampling sources visible :-)
             */
            glEnable(stateblock->textureDimensions[sampler]);
            checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
        } else if(sampler < stateblock->lowest_disabled_stage) {
2427
            if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2428
                texture_activate_dimensions(sampler, stateblock, context);
2429
            }
2430 2431

            if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
2432
                /* If color keying is enabled update the alpha test, it depends on the existence
2433 2434
                 * of a color key in stage 0
                 */
2435
                state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
2436 2437
            }
        }
2438
    } else if(mapped_stage < GL_LIMITS(textures)) {
2439
        if(sampler < stateblock->lowest_disabled_stage) {
2440
            /* TODO: What should I do with pixel shaders here ??? */
2441
            if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
2442
                texture_activate_dimensions(sampler, stateblock, context);
2443
            }
2444 2445 2446 2447 2448 2449 2450

            if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
                /* If color keying is enabled update the alpha test, it depends on the existence
                * of a color key in stage 0
                */
                state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
            }
2451
        } /* Otherwise tex_colorop disables the stage */
2452 2453
        glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
        checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
2454 2455 2456
    }
}

2457
static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2458 2459 2460
    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
    BOOL use_pshader = use_ps(device);
    BOOL use_vshader = use_vs(device);
2461
    BOOL update_fog = FALSE;
2462 2463
    int i;

2464
    if (use_pshader) {
2465
        if(!context->last_was_pshader) {
2466 2467 2468 2469
            /* Former draw without a pixel shader, some samplers
             * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
             * make sure to enable them
             */
2470
            for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
2471
                if(!isStateDirty(context, STATE_SAMPLER(i))) {
2472
                    sampler(STATE_SAMPLER(i), stateblock, context);
2473 2474
                }
            }
2475
            update_fog = TRUE;
2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488
        } else {
           /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
            * if a different texture was bound. I don't have to do anything.
            */
        }

        /* Compile and bind the shader */
        IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
    } else {
        /* Disabled the pixel shader - color ops weren't applied
         * while it was enabled, so re-apply them.
         */
        for(i=0; i < MAX_TEXTURES; i++) {
2489
            if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
2490
                tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
2491 2492
            }
        }
2493 2494
        if(context->last_was_pshader)
            update_fog = TRUE;
2495
    }
2496

2497
    if(!isStateDirty(context, FFPStateTable[STATE_VSHADER].representative)) {
2498
        device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2499

2500
        if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2501
            shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2502
        }
2503
    }
2504

2505 2506 2507
    if(update_fog)
        state_fog(state, stateblock, context);

2508
    context->last_was_pshader = use_pshader;
2509 2510
}

2511
static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2512
    DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2513
    float mat[2][2];
2514
    if(stateblock->pixelShader && stage != 0 &&
2515
       ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2516 2517 2518 2519 2520 2521 2522 2523
        /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
         * anyway
         */
        if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
           !isStateDirty(context, STATE_PIXELSHADER)) {
            shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
        }
    }
2524 2525 2526 2527 2528 2529 2530 2531

    if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
        if(stage >= GL_LIMITS(texture_stages)) {
            WARN("Bump env matrix of unsupported stage set\n");
        } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
            GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
            checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
        }
2532 2533 2534 2535 2536
        mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
        mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
        mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
        mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
        GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI, (float *) mat));
2537
        checkGLcall("glTexBumpParameterfvATI");
2538
    } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2539 2540
        /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
         * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
2541
         * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
2542 2543 2544 2545 2546 2547 2548 2549 2550
         * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
         * for stage + 1. Keep the nvrc tex unit mapping in mind too
         */
        DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];

        if(mapped_stage < GL_LIMITS(textures)) {
            GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
            checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");

2551 2552 2553 2554 2555 2556 2557 2558
            /* We can't just pass a pointer to the stateblock to GL due to the different matrix
             * format(column major vs row major)
             */
            mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
            mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
            mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
            mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
            glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
2559
            checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
2560 2561
        }
    }
2562 2563
}

2564
static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2565 2566 2567 2568
    /* This function is called by transform_view below if the view matrix was changed too
     *
     * Deliberately no check if the vertex declaration is dirty because the vdecl state
     * does not always update the world matrix, only on a switch between transformed
2569
     * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
2570
     * draw, but that should be rather rare and cheaper in total.
2571 2572 2573 2574
     */
    glMatrixMode(GL_MODELVIEW);
    checkGLcall("glMatrixMode");

2575
    if(context->last_was_rhw) {
2576 2577
        glLoadIdentity();
        checkGLcall("glLoadIdentity()");
2578
    } else {
2579 2580
        /* In the general case, the view matrix is the identity matrix */
        if (stateblock->wineD3DDevice->view_ident) {
2581
            glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2582 2583
            checkGLcall("glLoadMatrixf");
        } else {
2584
            glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2585
            checkGLcall("glLoadMatrixf");
2586
            glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
2587 2588
            checkGLcall("glMultMatrixf");
        }
2589 2590 2591
    }
}

2592 2593 2594
static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
    UINT index = state - STATE_CLIPPLANE(0);

2595
    if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
2596 2597 2598 2599 2600 2601
        return;
    }

    /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
2602
    glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614

    TRACE("Clipplane [%f,%f,%f,%f]\n",
          stateblock->clipplane[index][0],
          stateblock->clipplane[index][1],
          stateblock->clipplane[index][2],
          stateblock->clipplane[index][3]);
    glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
    checkGLcall("glClipPlane");

    glPopMatrix();
}

2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679
static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
    UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
    GLenum glMat;
    TRACE("Setting world matrix %d\n", matrix);

    if(matrix >= GL_LIMITS(blends)) {
        WARN("Unsupported blend matrix set\n");
        return;
    } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
        return;
    }

    /* GL_MODELVIEW0_ARB:  0x1700
     * GL_MODELVIEW1_ARB:  0x0x850a
     * GL_MODELVIEW2_ARB:  0x8722
     * GL_MODELVIEW3_ARB:  0x8723
     * etc
     * GL_MODELVIEW31_ARB: 0x873F
     */
    if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
    else glMat = GL_MODELVIEW2_ARB - 2 + matrix;

    glMatrixMode(glMat);
    checkGLcall("glMatrixMode(glMat)");

    /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
     * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
     */
    if(stateblock->wineD3DDevice->view_ident) {
        glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
        checkGLcall("glLoadMatrixf")
    } else {
        glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
        checkGLcall("glLoadMatrixf")
        glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
        checkGLcall("glMultMatrixf")
    }
}

static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
    WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];

    switch(val) {
        case WINED3DVBF_1WEIGHTS:
        case WINED3DVBF_2WEIGHTS:
        case WINED3DVBF_3WEIGHTS:
            if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
                glEnable(GL_VERTEX_BLEND_ARB);
                checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");

                /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
                 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
                 */
                GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));

                if(!stateblock->wineD3DDevice->vertexBlendUsed) {
                    int i;
                    for(i = 1; i < GL_LIMITS(blends); i++) {
                        if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
                            transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
                        }
                    }
                    stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
                }
            } else {
2680 2681 2682 2683 2684 2685
                static BOOL once = FALSE;
                if(!once) {
                    once = TRUE;
                    /* TODO: Implement vertex blending in drawStridedSlow */
                    FIXME("Vertex blending enabled, but not supported by hardware\n");
                }
2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708
            }
            break;

        case WINED3DVBF_DISABLE:
        case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
            if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
                glDisable(GL_VERTEX_BLEND_ARB);
                checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
            } else {
                TRACE("Vertex blending disabled\n");
            }
            break;

        case WINED3DVBF_TWEENING:
            /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
             * vertex weights in the vertices?
             * For now we don't report that as supported, so a warn should suffice
             */
            WARN("Tweening not supported yet\n");
            break;
    }
}

2709
static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    unsigned int k;

    /* If we are changing the View matrix, reset the light and clipping planes to the new view
     * NOTE: We have to reset the positions even if the light/plane is not currently
     *       enabled, since the call to enable it will not reset the position.
     * NOTE2: Apparently texture transforms do NOT need reapplying
     */

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    PLIGHTINFOEL *light = NULL;
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    glMatrixMode(GL_MODELVIEW);
    checkGLcall("glMatrixMode(GL_MODELVIEW)");
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    glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
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    checkGLcall("glLoadMatrixf(...)");

    /* Reset lights. TODO: Call light apply func */
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    for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
        light = stateblock->activeLights[k];
        if(!light) continue;
        glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
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        checkGLcall("glLightfv posn");
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        glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
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        checkGLcall("glLightfv dirn");
    }

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    /* Reset Clipping Planes  */
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    for (k = 0; k < GL_LIMITS(clipplanes); k++) {
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        if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
            clipplane(STATE_CLIPPLANE(k), stateblock, context);
        }
2740
    }
2741

2742
    if(context->last_was_rhw) {
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        glLoadIdentity();
        checkGLcall("glLoadIdentity()");
        /* No need to update the world matrix, the identity is fine */
        return;
    }

    /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
     * No need to do it here if the state is scheduled for update.
     */
2752
    if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
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        transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
2754
    }
2755

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    /* Avoid looping over a number of matrices if the app never used the functionality */
    if(stateblock->wineD3DDevice->vertexBlendUsed) {
        for(k = 1; k < GL_LIMITS(blends); k++) {
            if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
                transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
            }
        }
    }
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}

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static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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    glMatrixMode(GL_PROJECTION);
    checkGLcall("glMatrixMode(GL_PROJECTION)");
    glLoadIdentity();
    checkGLcall("glLoadIdentity");

2772
    if(context->last_was_rhw) {
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        double X, Y, height, width, minZ, maxZ;

        X      = stateblock->viewport.X;
        Y      = stateblock->viewport.Y;
        height = stateblock->viewport.Height;
        width  = stateblock->viewport.Width;
        minZ   = stateblock->viewport.MinZ;
        maxZ   = stateblock->viewport.MaxZ;

        if(!stateblock->wineD3DDevice->untransformed) {
            /* Transformed vertices are supposed to bypass the whole transform pipeline including
             * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
             * suppress depth clipping. This can be done because it is an orthogonal projection and
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             * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
             * Persia 3D need this.
             *
             * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
             * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
             * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
             * to the viewer.
             *
             * Also note that this breaks z comparison against z values filled in with clear,
             * but no app depending on that and disabled clipping has been found yet. Comparing
             * primitives against themselves works, so the Z buffer is still intact for normal hidden
             * surface removal.
             *
             * We could disable clipping entirely by setting the near to infinity and far to -infinity,
             * but this would break Z buffer operation. Raising the range to something less than
             * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
             * problem either.
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             */
            TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
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            if(stateblock->wineD3DDevice->render_offscreen) {
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                glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
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            } else {
                glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
            }
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        } else {
            /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
             * trick above because this would mess up transformed and untransformed Z order. Pass the z position
             * unmodified to opengl.
             *
             * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
             * replacement shader.
             */
            TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
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            if(stateblock->wineD3DDevice->render_offscreen) {
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                glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
2821
            } else {
2822
                glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
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            }
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        }
        checkGLcall("glOrtho");

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        /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
        glTranslatef(0.5, 0.5, 0);
        checkGLcall("glTranslatef(0.5, 0.5, 0)");
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        /* D3D texture coordinates are flipped compared to OpenGL ones, so
         * render everything upside down when rendering offscreen. */
        if (stateblock->wineD3DDevice->render_offscreen) {
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            glScalef(1.0, -1.0, 1.0);
            checkGLcall("glScalef");
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        }
    } else {
        /* The rule is that the window coordinate 0 does not correspond to the
            beginning of the first pixel, but the center of the first pixel.
            As a consequence if you want to correctly draw one line exactly from
            the left to the right end of the viewport (with all matrices set to
            be identity), the x coords of both ends of the line would be not
            -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
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            instead.

            1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
            divide by the Width/Height, so we need the half range(1.0) to translate by
            half a pixel.
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            The other fun is that d3d's output z range after the transformation is [0;1],
            but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
            scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
            of Z buffer precision and the clear values do not match in the z test. Thus scale
            [0;1] to [-1;1], so when gl undoes that we utilize the full z range
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         */
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        glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
        checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
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        if (stateblock->wineD3DDevice->render_offscreen) {
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            /* D3D texture coordinates are flipped compared to OpenGL ones, so
             * render everything upside down when rendering offscreen. */
            glScalef(1.0, -1.0, 2.0);
        } else {
            glScalef(1.0, 1.0, 2.0);
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        }
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        checkGLcall("glScalef");

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        glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
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        checkGLcall("glLoadMatrixf");
    }
}

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/* This should match any arrays loaded in loadVertexData.
 * stateblock impl is required for GL_SUPPORT
 * TODO: Only load / unload arrays if we have to.
 */
static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_NORMAL_ARRAY);
    glDisableClientState(GL_COLOR_ARRAY);
    if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
        glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
    }
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    if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
        glDisableClientState(GL_WEIGHT_ARRAY_ARB);
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    } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
        glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
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    }
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    unloadTexCoords(stateblock);
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}

/* This should match any arrays loaded in loadNumberedArrays
 * TODO: Only load / unload arrays if we have to.
 */
static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
    /* disable any attribs (this is the same for both GLSL and ARB modes) */
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    GLint maxAttribs = 16;
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    int i;

    /* Leave all the attribs disabled */
    glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
    /* MESA does not support it right not */
    if (glGetError() != GL_NO_ERROR)
        maxAttribs = 16;
    for (i = 0; i < maxAttribs; ++i) {
        GL_EXTCALL(glDisableVertexAttribArrayARB(i));
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        checkGLcall("glDisableVertexAttribArrayARB(reg)");
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        /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
         * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
         * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
         * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
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Austin English committed
2910
         * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
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         */
        GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
        checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
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    }
}

static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
    GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
    int i;
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    UINT *offset = stateblock->streamOffset;
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    IWineD3DVertexBufferImpl *vb;
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    DWORD_PTR shift_index;
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    /* Default to no instancing */
    stateblock->wineD3DDevice->instancedDraw = FALSE;

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    for (i = 0; i < MAX_ATTRIBS; i++) {

        if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
            continue;

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        /* Do not load instance data. It will be specified using glTexCoord by drawprim */
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        if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
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            GL_EXTCALL(glDisableVertexAttribArrayARB(i));
            stateblock->wineD3DDevice->instancedDraw = TRUE;
            continue;
        }

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        TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);

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        if(strided->u.input[i].dwStride) {
            if(curVBO != strided->u.input[i].VBO) {
                GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
                checkGLcall("glBindBufferARB");
                curVBO = strided->u.input[i].VBO;
            }
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            vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
            /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
             * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
             * vbo we won't be load converted attributes anyway
             */
            if(curVBO && vb->conv_shift) {
                TRACE("Loading attribute from shifted buffer\n");
                TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
                TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
                TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
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                shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
                shift_index = shift_index % strided->u.input[i].dwStride;
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                GL_EXTCALL(glVertexAttribPointerARB(i,
                                WINED3D_ATR_SIZE(strided->u.input[i].dwType),
                                WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
                                WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
                                vb->conv_stride,

2965
                                strided->u.input[i].lpData + vb->conv_shift[shift_index] +
2966 2967 2968 2969 2970 2971 2972 2973 2974 2975 2976 2977 2978 2979
                                stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
                                offset[strided->u.input[i].streamNo]));

            } else {
                GL_EXTCALL(glVertexAttribPointerARB(i,
                                WINED3D_ATR_SIZE(strided->u.input[i].dwType),
                                WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
                                WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
                                strided->u.input[i].dwStride,

                                strided->u.input[i].lpData +
                                stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
                                offset[strided->u.input[i].streamNo]) );
                }
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            GL_EXTCALL(glEnableVertexAttribArrayARB(i));
        } else {
            /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
             * set up the attribute statically. But we have to figure out the system memory address.
             */
            BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
            if(strided->u.input[i].VBO) {
2987
                vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
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                ptr += (long) vb->resource.allocatedMemory;
            }
            GL_EXTCALL(glDisableVertexAttribArrayARB(i));

            switch(strided->u.input[i].dwType) {
                case WINED3DDECLTYPE_FLOAT1:
                    GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
                    break;
                case WINED3DDECLTYPE_FLOAT2:
                    GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
                    break;
                case WINED3DDECLTYPE_FLOAT3:
                    GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
                    break;
                case WINED3DDECLTYPE_FLOAT4:
                    GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
                    break;

                case WINED3DDECLTYPE_UBYTE4:
                    GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
                    break;
                case WINED3DDECLTYPE_UBYTE4N:
                case WINED3DDECLTYPE_D3DCOLOR:
                    GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
                    break;

                case WINED3DDECLTYPE_SHORT2:
                    GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
                    break;
                case WINED3DDECLTYPE_SHORT4:
                    GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
                    break;

                case WINED3DDECLTYPE_SHORT2N:
                {
                    GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
                    GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
                    break;
                }
                case WINED3DDECLTYPE_USHORT2N:
                {
                    GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
                    GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
                    break;
                }
                case WINED3DDECLTYPE_SHORT4N:
                    GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
                    break;
                case WINED3DDECLTYPE_USHORT4N:
                    GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
                    break;

                case WINED3DDECLTYPE_UDEC3:
                    FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
3042
                    /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
3043 3044 3045
                    break;
                case WINED3DDECLTYPE_DEC3N:
                    FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
3046
                    /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
3047 3048 3049 3050 3051 3052 3053 3054 3055 3056 3057 3058 3059 3060 3061 3062 3063 3064
                    break;

                case WINED3DDECLTYPE_FLOAT16_2:
                    /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
                     * byte float according to the IEEE standard
                     */
                    FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
                    break;
                case WINED3DDECLTYPE_FLOAT16_4:
                    FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
                    break;

                case WINED3DDECLTYPE_UNUSED:
                default:
                    ERR("Unexpected declaration in stride 0 attributes\n");
                    break;

            }
3065
        }
3066
    }
3067
    checkGLcall("Loading numbered arrays");
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}

/* Used from 2 different functions, and too big to justify making it inlined */
static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
3072
    UINT *offset = stateblock->streamOffset;
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    GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;

    TRACE("Using fast vertex array code\n");
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    /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
    stateblock->wineD3DDevice->instancedDraw = FALSE;

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    /* Blend Data ---------------------------------------------- */
    if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
        (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {

        if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
            TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
3086
                sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3087

3088 3089
            glEnableClientState(GL_WEIGHT_ARRAY_ARB);
            checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
3090

3091
            GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
3092 3093 3094 3095

            VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
                WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
                sd->u.s.blendWeights.dwStride,
3096
                sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
3097 3098 3099 3100 3101 3102 3103 3104 3105 3106 3107

            if(curVBO != sd->u.s.blendWeights.VBO) {
                GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
                checkGLcall("glBindBufferARB");
                curVBO = sd->u.s.blendWeights.VBO;
            }

            GL_EXTCALL(glWeightPointerARB)(
                WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
                WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
                sd->u.s.blendWeights.dwStride,
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                sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
3109 3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124 3125 3126

            checkGLcall("glWeightPointerARB");

            if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
                static BOOL showfixme = TRUE;
                if(showfixme){
                    FIXME("blendMatrixIndices support\n");
                    showfixme = FALSE;
                }
            }
        } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
            /* FIXME("TODO\n");*/
#if 0

            GL_EXTCALL(glVertexWeightPointerEXT)(
                WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
                WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
                sd->u.s.blendWeights.dwStride,
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                sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
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            checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
            glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
            checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
#endif

        } else {
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            /* TODO: support blends in drawStridedSlow
             * No need to write a FIXME here, this is done after the general vertex decl decoding
             */
            WARN("unsupported blending in openGl\n");
3138 3139 3140
        }
    } else {
        if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3141 3142 3143
            static const GLbyte one = 1;
            GL_EXTCALL(glWeightbvARB(1, &one));
            checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
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        }
    }

#if 0 /* FOG  ----------------------------------------------*/
    if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
        /* TODO: fog*/
    if (GL_SUPPORT(EXT_FOG_COORD) {
             glEnableClientState(GL_FOG_COORDINATE_EXT);
            (GL_EXTCALL)(FogCoordPointerEXT)(
                WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
                sd->u.s.fog.dwStride,
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                sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
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        } else {
            /* don't bother falling back to 'slow' as we don't support software FOG yet. */
            /* FIXME: fixme once */
            TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
        }
    } else {
        if (GL_SUPPRT(EXT_FOR_COORD) {
             /* make sure fog is disabled */
             glDisableClientState(GL_FOG_COORDINATE_EXT);
        }
    }
#endif

#if 0 /* tangents  ----------------------------------------------*/
    if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
        sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
        /* TODO: tangents*/
        if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
            if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
                glEnable(GL_TANGENT_ARRAY_EXT);
                (GL_EXTCALL)(TangentPointerEXT)(
                    WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
                    sd->u.s.tangent.dwStride,
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                    sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
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            } else {
                    glDisable(GL_TANGENT_ARRAY_EXT);
            }
            if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
                    glEnable(GL_BINORMAL_ARRAY_EXT);
                    (GL_EXTCALL)(BinormalPointerEXT)(
                        WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
                        sd->u.s.binormal.dwStride,
3188
                        sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
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            } else{
                    glDisable(GL_BINORMAL_ARRAY_EXT);
            }

        } else {
            /* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
            /* FIXME: fixme once */
            TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
        }
    } else {
        if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
             /* make sure fog is disabled */
             glDisable(GL_TANGENT_ARRAY_EXT);
             glDisable(GL_BINORMAL_ARRAY_EXT);
        }
    }
#endif

    /* Point Size ----------------------------------------------*/
    if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {

        /* no such functionality in the fixed function GL pipeline */
        TRACE("Cannot change ptSize here in openGl\n");
        /* TODO: Implement this function in using shaders if they are available */

    }

    /* Vertex Pointers -----------------------------------------*/
    if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
        /* Note dwType == float3 or float4 == 2 or 3 */
        VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
                sd->u.s.position.dwStride,
                sd->u.s.position.dwType + 1,
                sd->u.s.position.lpData));

        if(curVBO != sd->u.s.position.VBO) {
            GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
            checkGLcall("glBindBufferARB");
            curVBO = sd->u.s.position.VBO;
        }

        /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
           handling for rhw mode should not impact screen position whereas in GL it does.
3232 3233 3234
           This may result in very slightly distorted textures in rhw mode.
           There's always the other option of fixing the view matrix to
           prevent w from having any effect.
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           This only applies to user pointer sources, in VBOs the vertices are fixed up
         */
        if(sd->u.s.position.VBO == 0) {
            glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
                WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3241
                sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
3242 3243 3244 3245
        } else {
            glVertexPointer(
                WINED3D_ATR_SIZE(sd->u.s.position.dwType),
                WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
3246
                sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
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        }
        checkGLcall("glVertexPointer(...)");
        glEnableClientState(GL_VERTEX_ARRAY);
        checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
    }

    /* Normals -------------------------------------------------*/
    if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
        /* Note dwType == float3 or float4 == 2 or 3 */
        VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
                sd->u.s.normal.dwStride,
                sd->u.s.normal.lpData));
        if(curVBO != sd->u.s.normal.VBO) {
            GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
            checkGLcall("glBindBufferARB");
            curVBO = sd->u.s.normal.VBO;
        }
        glNormalPointer(
            WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
            sd->u.s.normal.dwStride,
3267
            sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
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        checkGLcall("glNormalPointer(...)");
        glEnableClientState(GL_NORMAL_ARRAY);
        checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");

    } else {
3273 3274
        glNormal3f(0, 0, 0);
        checkGLcall("glNormal3f(0, 0, 0)");
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    }

    /* Diffuse Colour --------------------------------------------*/
    /*  WARNING: Data here MUST be in RGBA format, so cannot      */
    /*     go directly into fast mode from app pgm, because       */
    /*     directx requires data in BGRA format.                  */
3281
    /* currently fixupVertices swizzles the format, but this isn't*/
Austin English's avatar
Austin English committed
3282
    /* very practical when using VBOs                             */
3283
    /* NOTE: Unless we write a vertex shader to swizzle the colour*/
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    /* , or the user doesn't care and wants the speed advantage   */

    if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
        /* Note dwType == float3 or float4 == 2 or 3 */
        VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
                sd->u.s.diffuse.dwStride,
                sd->u.s.diffuse.lpData));

        if(curVBO != sd->u.s.diffuse.VBO) {
            GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
            checkGLcall("glBindBufferARB");
            curVBO = sd->u.s.diffuse.VBO;
        }
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        glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
                       WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
3300
                       sd->u.s.diffuse.dwStride,
3301
                       sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
3302 3303 3304 3305 3306 3307 3308 3309 3310 3311 3312 3313 3314 3315 3316 3317 3318 3319 3320 3321 3322 3323
        checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
        glEnableClientState(GL_COLOR_ARRAY);
        checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");

    } else {
        glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
        checkGLcall("glColor4f(1, 1, 1, 1)");
    }

    /* Specular Colour ------------------------------------------*/
    if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
        TRACE("setting specular colour\n");
        /* Note dwType == float3 or float4 == 2 or 3 */
        VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
                sd->u.s.specular.dwStride,
                sd->u.s.specular.lpData));
        if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
            if(curVBO != sd->u.s.specular.VBO) {
                GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
                checkGLcall("glBindBufferARB");
                curVBO = sd->u.s.specular.VBO;
            }
3324 3325
            GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
                                                   WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
3326
                                                   sd->u.s.specular.dwStride,
3327
                                                   sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
3328 3329 3330 3331 3332 3333 3334 3335 3336 3337 3338 3339 3340 3341 3342 3343 3344 3345 3346 3347 3348
            vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
            glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
            vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
        } else {

        /* Missing specular color is not critical, no warnings */
        VTRACE(("Specular colour is not supported in this GL implementation\n"));
        }

    } else {
        if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
            GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
            checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
        } else {

            /* Missing specular color is not critical, no warnings */
            VTRACE(("Specular colour is not supported in this GL implementation\n"));
        }
    }

    /* Texture coords -------------------------------------------*/
3349
    loadTexCoords(stateblock, sd, &curVBO);
3350 3351
}

3352
static inline void drawPrimitiveTraceDataLocations(
3353 3354 3355 3356 3357 3358 3359 3360 3361 3362 3363 3364 3365 3366 3367 3368 3369 3370 3371 3372 3373 3374 3375 3376 3377 3378 3379 3380 3381 3382 3383
    WineDirect3DVertexStridedData *dataLocations) {

    /* Dump out what parts we have supplied */
    TRACE("Strided Data:\n");
    TRACE_STRIDED((dataLocations), position);
    TRACE_STRIDED((dataLocations), blendWeights);
    TRACE_STRIDED((dataLocations), blendMatrixIndices);
    TRACE_STRIDED((dataLocations), normal);
    TRACE_STRIDED((dataLocations), pSize);
    TRACE_STRIDED((dataLocations), diffuse);
    TRACE_STRIDED((dataLocations), specular);
    TRACE_STRIDED((dataLocations), texCoords[0]);
    TRACE_STRIDED((dataLocations), texCoords[1]);
    TRACE_STRIDED((dataLocations), texCoords[2]);
    TRACE_STRIDED((dataLocations), texCoords[3]);
    TRACE_STRIDED((dataLocations), texCoords[4]);
    TRACE_STRIDED((dataLocations), texCoords[5]);
    TRACE_STRIDED((dataLocations), texCoords[6]);
    TRACE_STRIDED((dataLocations), texCoords[7]);
    TRACE_STRIDED((dataLocations), position2);
    TRACE_STRIDED((dataLocations), normal2);
    TRACE_STRIDED((dataLocations), tangent);
    TRACE_STRIDED((dataLocations), binormal);
    TRACE_STRIDED((dataLocations), tessFactor);
    TRACE_STRIDED((dataLocations), fog);
    TRACE_STRIDED((dataLocations), depth);
    TRACE_STRIDED((dataLocations), sample);

    return;
}

3384
/* Helper for vertexdeclaration() */
3385
static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) {
3386
    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3387 3388
    BOOL fixup = FALSE;
    WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
3389 3390

    if(device->up_strided) {
3391 3392
        /* Note: this is a ddraw fixed-function code path */
        TRACE("================ Strided Input ===================\n");
3393
        memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
3394 3395 3396 3397

        if(TRACE_ON(d3d)) {
            drawPrimitiveTraceDataLocations(dataLocations);
        }
3398
    } else {
3399 3400 3401 3402 3403 3404
        /* Note: This is a fixed function or shader codepath.
         * This means it must handle both types of strided data.
         * Shaders must go through here to zero the strided data, even if they
         * don't set any declaration at all
         */
        TRACE("================ Vertex Declaration  ===================\n");
3405
        memset(dataLocations, 0, sizeof(*dataLocations));
3406 3407
        primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
                useVertexShaderFunction, dataLocations, &fixup);
3408
    }
3409

3410 3411 3412 3413
    if (dataLocations->u.s.position_transformed) {
        useVertexShaderFunction = FALSE;
    }

3414
    /* Unload the old arrays before loading the new ones to get old junk out */
3415
    if(context->numberedArraysLoaded) {
3416
        unloadNumberedArrays(stateblock);
3417
        context->numberedArraysLoaded = FALSE;
3418
    }
3419
    if(context->namedArraysLoaded) {
3420
        unloadVertexData(stateblock);
3421
        context->namedArraysLoaded = FALSE;
3422 3423 3424
    }

    if(useVertexShaderFunction) {
3425 3426 3427 3428 3429 3430 3431 3432 3433 3434
        if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
            TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
            device->useDrawStridedSlow = TRUE;
            context->numberedArraysLoaded = FALSE;
        } else {
            TRACE("Loading numbered arrays\n");
            loadNumberedArrays(stateblock, dataLocations);
            device->useDrawStridedSlow = FALSE;
            context->numberedArraysLoaded = TRUE;
        }
3435 3436 3437 3438 3439 3440 3441 3442
    } else if (fixup ||
               (dataLocations->u.s.pSize.lpData == NULL &&
                dataLocations->u.s.diffuse.lpData == NULL &&
                dataLocations->u.s.specular.lpData == NULL)) {
        /* Load the vertex data using named arrays */
        TRACE("Loading vertex data\n");
        loadVertexData(stateblock, dataLocations);
        device->useDrawStridedSlow = FALSE;
3443
        context->namedArraysLoaded = TRUE;
3444 3445 3446 3447
    } else {
        TRACE("Not loading vertex data\n");
        device->useDrawStridedSlow = TRUE;
    }
3448 3449 3450 3451 3452 3453 3454 3455 3456 3457 3458 3459 3460 3461

/* Generate some fixme's if unsupported functionality is being used */
#define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
    /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
    if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
        FIXME("Tweening is only valid with vertex shaders\n");
    }
    if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
        FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
    }
    if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
        FIXME("Extended attributes are only valid with vertex shaders\n");
    }
#undef BUFFER_OR_DATA
3462 3463
}

3464
static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3465
    BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
3466 3467
    BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
            && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
3468 3469 3470
    BOOL transformed;
    /* Some stuff is in the device until we have per context tracking */
    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3471
    BOOL wasrhw = context->last_was_rhw;
3472 3473 3474 3475 3476 3477 3478 3479

    /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
     * here simply check whether a shader was set, or the user disabled shaders
     */
    if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
       ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
        useVertexShaderFunction = TRUE;

3480
        if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
3481 3482
            updateFog = TRUE;
        }
3483
    } else if(context->last_was_foggy_shader) {
3484 3485 3486
        updateFog = TRUE;
    }

3487
    handleStreams(stateblock, useVertexShaderFunction, context);
3488

3489
    transformed = device->strided_streams.u.s.position_transformed;
3490
    if (transformed) useVertexShaderFunction = FALSE;
3491

3492
    if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
3493 3494 3495
        updateFog = TRUE;
    }

3496
    /* Reapply lighting if it is not scheduled for reapplication already */
3497
    if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
3498
        state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
3499 3500
    }

3501
    if (transformed) {
3502
        context->last_was_rhw = TRUE;
3503 3504 3505
    } else {

        /* Untransformed, so relies on the view and projection matrices */
3506
        context->last_was_rhw = FALSE;
3507
        /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
3508 3509
        device->untransformed = TRUE;

3510 3511
        /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
         * Not needed as long as only hw shaders are supported
3512
         */
3513

3514 3515 3516
        /* This sets the shader output position correction constants.
         * TODO: Move to the viewport state
         */
3517 3518
        if (useVertexShaderFunction) {
            device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
3519
            device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
3520 3521 3522
        }
    }

3523 3524
    /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
     * off this function will be called again anyway to make sure they're properly set
3525
     */
3526 3527 3528 3529
    if(!useVertexShaderFunction) {
        /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
         * or transformed / untransformed was switched
         */
3530
       if(wasrhw != context->last_was_rhw &&
3531 3532
          !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
          !isStateDirty(context, STATE_VIEWPORT)) {
3533
            transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3534 3535 3536 3537 3538 3539 3540 3541 3542 3543 3544 3545 3546
        }
        /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
         * mode.
         *
         * If a vertex shader is used, the world matrix changed and then vertex shader unbound
         * this check will fail and the matrix not applied again. This is OK because a simple
         * world matrix change reapplies the matrix - These checks here are only to satisfy the
         * needs of the vertex declaration.
         *
         * World and view matrix go into the same gl matrix, so only apply them when neither is
         * dirty
         */
        if(transformed != wasrhw &&
3547 3548
           !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
           !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3549
            transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3550
        }
3551

3552
        if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
3553
            state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
3554
        }
3555 3556 3557 3558

        if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
            state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
        }
3559 3560 3561
        if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
            state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
        }
3562 3563 3564 3565 3566
    } else {
        /* We compile the shader here because we need the vertex declaration
         * in order to determine if we need to do any swizzling for D3DCOLOR
         * registers. If the shader is already compiled this call will do nothing. */
        IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
3567 3568 3569 3570 3571 3572 3573 3574 3575 3576 3577 3578 3579 3580 3581 3582

        if(!context->last_was_vshader) {
            int i;
            static BOOL warned = FALSE;
            /* Disable all clip planes to get defined results on all drivers. See comment in the
             * state_clipping state handler
             */
            for(i = 0; i < GL_LIMITS(clipplanes); i++) {
                glDisable(GL_CLIP_PLANE0 + i);
                checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
            }

            if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
                FIXME("Clipping not supported with vertex shaders\n");
                warned = TRUE;
            }
3583 3584
            if(wasrhw) {
                /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
3585
                 * shaders themselves do not need it, but the matrices are not reapplied automatically when
3586 3587 3588 3589 3590 3591 3592 3593 3594 3595
                 * switching back from vertex shaders to fixed function processing. So make sure we leave the
                 * fixed function vertex processing states back in a sane state before switching to shaders
                 */
                if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
                    transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
                }
                if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
                    transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
                }
            }
3596
        }
3597
    }
3598

3599 3600 3601 3602 3603
    /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
     * application
     */
    if (!isStateDirty(context, STATE_PIXELSHADER)) {
        device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
3604

3605 3606
        if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
            shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3607
        }
3608
    }
3609

3610 3611
    context->last_was_vshader = useVertexShaderFunction;

3612
    if(updateFog) {
3613
        state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
3614
    }
3615
    if(!useVertexShaderFunction) {
3616 3617 3618 3619 3620 3621 3622
        int i;
        for(i = 0; i < MAX_TEXTURES; i++) {
            if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
                transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
            }
        }
    }
3623 3624
}

3625
static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3626 3627 3628
    UINT width, height;
    IWineD3DSurfaceImpl *target;

3629 3630
    glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
    checkGLcall("glDepthRange");
3631 3632 3633 3634 3635 3636 3637
    /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
     */
    if(stateblock->wineD3DDevice->render_offscreen) {
        glViewport(stateblock->viewport.X,
                   stateblock->viewport.Y,
                   stateblock->viewport.Width, stateblock->viewport.Height);
    } else {
3638 3639 3640
        target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
        target->get_drawable_size(target, &width, &height);

3641
        glViewport(stateblock->viewport.X,
3642
                   (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
3643 3644
                   stateblock->viewport.Width, stateblock->viewport.Height);
    }
3645 3646 3647

    checkGLcall("glViewport");

3648
    stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
3649
    stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
3650 3651
    if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
        transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
3652
    }
3653 3654 3655
    if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
        state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
    }
3656 3657
}

3658 3659 3660 3661 3662 3663 3664 3665 3666 3667 3668 3669 3670 3671
static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
    UINT Index = state - STATE_ACTIVELIGHT(0);
    PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];

    if(!lightInfo) {
        glDisable(GL_LIGHT0 + Index);
        checkGLcall("glDisable(GL_LIGHT0 + Index)");
    } else {
        float quad_att;
        float colRGBA[] = {0.0, 0.0, 0.0, 0.0};

        /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
3672
        glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3673 3674 3675 3676 3677 3678 3679 3680 3681 3682 3683 3684 3685 3686 3687 3688 3689 3690 3691 3692 3693 3694 3695 3696 3697 3698 3699 3700 3701 3702 3703

        /* Diffuse: */
        colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
        colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
        colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
        colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
        glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
        checkGLcall("glLightfv");

        /* Specular */
        colRGBA[0] = lightInfo->OriginalParms.Specular.r;
        colRGBA[1] = lightInfo->OriginalParms.Specular.g;
        colRGBA[2] = lightInfo->OriginalParms.Specular.b;
        colRGBA[3] = lightInfo->OriginalParms.Specular.a;
        glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
        checkGLcall("glLightfv");

        /* Ambient */
        colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
        colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
        colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
        colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
        glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
        checkGLcall("glLightfv");

        if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
            quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
        } else {
            quad_att = 0; /*  0 or  MAX?  (0 seems to be ok) */
        }

3704 3705 3706 3707
        /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
         * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
         * Attenuation0 to NaN and crashes in the gl lib
         */
3708 3709 3710 3711 3712 3713 3714 3715

        switch (lightInfo->OriginalParms.Type) {
            case WINED3DLIGHT_POINT:
                /* Position */
                glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
                checkGLcall("glLightfv");
                glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
                checkGLcall("glLightf");
3716 3717 3718 3719 3720 3721 3722 3723
                /* Attenuation - Are these right? guessing... */
                glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
                checkGLcall("glLightf");
                glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
                checkGLcall("glLightf");
                if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
                glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
                checkGLcall("glLightf");
3724 3725 3726 3727 3728 3729 3730 3731 3732 3733 3734 3735 3736 3737
                /* FIXME: Range */
                break;

            case WINED3DLIGHT_SPOT:
                /* Position */
                glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
                checkGLcall("glLightfv");
                /* Direction */
                glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
                checkGLcall("glLightfv");
                glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
                checkGLcall("glLightf");
                glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
                checkGLcall("glLightf");
3738 3739 3740 3741 3742 3743 3744 3745
                /* Attenuation - Are these right? guessing... */
                glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
                checkGLcall("glLightf");
                glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
                checkGLcall("glLightf");
                if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
                glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
                checkGLcall("glLightf");
3746 3747 3748 3749 3750 3751 3752 3753 3754 3755 3756 3757 3758 3759 3760 3761 3762 3763 3764 3765 3766 3767 3768 3769 3770 3771 3772
                /* FIXME: Range */
                break;

            case WINED3DLIGHT_DIRECTIONAL:
                /* Direction */
                glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
                checkGLcall("glLightfv");
                glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
                checkGLcall("glLightf");
                glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
                checkGLcall("glLightf");
                break;

            default:
                FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
        }

        /* Restore the modelview matrix */
        glPopMatrix();

        glEnable(GL_LIGHT0 + Index);
        checkGLcall("glEnable(GL_LIGHT0 + Index)");
    }

    return;
}

3773 3774
static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
    RECT *pRect = &stateblock->scissorRect;
3775 3776 3777
    UINT height;
    UINT width;
    IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
3778

3779
    target->get_drawable_size(target, &width, &height);
3780 3781 3782
    /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
     * Warning2: Even in windowed mode the coords are relative to the window, not the screen
     */
3783
    TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
3784
          pRect->right - pRect->left, pRect->bottom - pRect->top);
3785 3786 3787 3788

    if (stateblock->wineD3DDevice->render_offscreen) {
        glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
    } else {
3789
        glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3790
    }
3791 3792 3793
    checkGLcall("glScissor");
}

3794 3795 3796 3797 3798 3799 3800 3801 3802 3803 3804
static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
    if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
        if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
            GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
        } else {
            IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
            GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
        }
    }
}

3805 3806 3807 3808 3809 3810 3811 3812 3813 3814
static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
    if(stateblock->wineD3DDevice->render_offscreen) {
        glFrontFace(GL_CCW);
        checkGLcall("glFrontFace(GL_CCW)");
    } else {
        glFrontFace(GL_CW);
        checkGLcall("glFrontFace(GL_CW)");
    }
}

3815
const struct StateEntry FFPStateTable[] =
3816 3817
{
      /* State name                                         representative,                                     apply function */
3818 3819
    { /* 0,  Undefined                              */      0,                                                  state_undefined     },
    { /* 1,  WINED3DRS_TEXTUREHANDLE                */      0 /* Handled in ddraw */,                           state_undefined     },
3820
    { /* 2,  WINED3DRS_ANTIALIAS                    */      STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     },
3821
    { /* 3,  WINED3DRS_TEXTUREADDRESS               */      0 /* Handled in ddraw */,                           state_undefined     },
3822
    { /* 4,  WINED3DRS_TEXTUREPERSPECTIVE           */      STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   },
3823 3824
    { /* 5,  WINED3DRS_WRAPU                        */      STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         },
    { /* 6,  WINED3DRS_WRAPV                        */      STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         },
3825
    { /* 7,  WINED3DRS_ZENABLE                      */      STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       },
3826
    { /* 8,  WINED3DRS_FILLMODE                     */      STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      },
3827
    { /* 9,  WINED3DRS_SHADEMODE                    */      STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     },
3828
    { /* 10, WINED3DRS_LINEPATTERN                  */      STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   },
3829 3830 3831
    { /* 11, WINED3DRS_MONOENABLE                   */      STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    },
    { /* 12, WINED3DRS_ROP2                         */      STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          },
    { /* 13, WINED3DRS_PLANEMASK                    */      STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     },
3832
    { /* 14, WINED3DRS_ZWRITEENABLE                 */      STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   },
3833
    { /* 15, WINED3DRS_ALPHATESTENABLE              */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3834
    { /* 16, WINED3DRS_LASTPIXEL                    */      STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     },
3835 3836
    { /* 17, WINED3DRS_TEXTUREMAG                   */      0 /* Handled in ddraw */,                           state_undefined     },
    { /* 18, WINED3DRS_TEXTUREMIN                   */      0 /* Handled in ddraw */,                           state_undefined     },
3837 3838
    { /* 19, WINED3DRS_SRCBLEND                     */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
    { /* 20, WINED3DRS_DESTBLEND                    */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3839
    { /* 21, WINED3DRS_TEXTUREMAPBLEND              */      0 /* Handled in ddraw */,                           state_undefined     },
3840
    { /* 22, WINED3DRS_CULLMODE                     */      STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      },
3841
    { /* 23, WINED3DRS_ZFUNC                        */      STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         },
3842 3843
    { /* 24, WINED3DRS_ALPHAREF                     */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
    { /* 25, WINED3DRS_ALPHAFUNC                    */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3844
    { /* 26, WINED3DRS_DITHERENABLE                 */      STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  },
3845
    { /* 27, WINED3DRS_ALPHABLENDENABLE             */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3846
    { /* 28, WINED3DRS_FOGENABLE                    */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3847
    { /* 29, WINED3DRS_SPECULARENABLE               */      STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable},
3848
    { /* 30, WINED3DRS_ZVISIBLE                     */      0 /* Not supported according to the msdn */,        state_nogl          },
3849 3850
    { /* 31, WINED3DRS_SUBPIXEL                     */      STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      },
    { /* 32, WINED3DRS_SUBPIXELX                    */      STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     },
3851
    { /* 33, WINED3DRS_STIPPLEDALPHA                */      STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha },
3852
    { /* 34, WINED3DRS_FOGCOLOR                     */      STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      },
3853 3854 3855
    { /* 35, WINED3DRS_FOGTABLEMODE                 */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
    { /* 36, WINED3DRS_FOGSTART                     */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
    { /* 37, WINED3DRS_FOGEND                       */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3856
    { /* 38, WINED3DRS_FOGDENSITY                   */      STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    },
3857
    { /* 39, WINED3DRS_STIPPLEENABLE                */      STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable },
3858
    { /* 40, WINED3DRS_EDGEANTIALIAS                */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3859
    { /* 41, WINED3DRS_COLORKEYENABLE               */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         },
3860
    { /* 42, undefined                              */      0,                                                  state_undefined     },
3861
    { /* 43, WINED3DRS_BORDERCOLOR                  */      STATE_RENDER(WINED3DRS_BORDERCOLOR),                state_bordercolor   },
3862 3863
    { /* 44, WINED3DRS_TEXTUREADDRESSU              */      0, /* Handled in ddraw */                           state_undefined     },
    { /* 45, WINED3DRS_TEXTUREADDRESSV              */      0, /* Handled in ddraw */                           state_undefined     },
3864
    { /* 46, WINED3DRS_MIPMAPLODBIAS                */      STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias },
3865
    { /* 47, WINED3DRS_ZBIAS                        */      STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         },
3866
    { /* 48, WINED3DRS_RANGEFOGENABLE               */      STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog      },
3867 3868 3869
    { /* 49, WINED3DRS_ANISOTROPY                   */      STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    },
    { /* 50, WINED3DRS_FLUSHBATCH                   */      STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    },
    { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT   */      STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
3870 3871 3872 3873 3874 3875 3876
    { /* 52, WINED3DRS_STENCILENABLE                */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
    { /* 53, WINED3DRS_STENCILFAIL                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
    { /* 54, WINED3DRS_STENCILZFAIL                 */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
    { /* 55, WINED3DRS_STENCILPASS                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
    { /* 56, WINED3DRS_STENCILFUNC                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
    { /* 57, WINED3DRS_STENCILREF                   */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
    { /* 58, WINED3DRS_STENCILMASK                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
3877
    { /* 59, WINED3DRS_STENCILWRITEMASK             */      STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  },
3878
    { /* 60, WINED3DRS_TEXTUREFACTOR                */      STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     },
3879 3880 3881
    { /* 61, Undefined                              */      0,                                                  state_undefined     },
    { /* 62, Undefined                              */      0,                                                  state_undefined     },
    { /* 63, Undefined                              */      0,                                                  state_undefined     },
3882 3883 3884 3885 3886 3887 3888 3889 3890 3891 3892 3893 3894 3895 3896 3897 3898 3899 3900 3901 3902 3903 3904 3905 3906 3907 3908 3909 3910 3911 3912 3913
    { /* 64, WINED3DRS_STIPPLEPATTERN00             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 65, WINED3DRS_STIPPLEPATTERN01             */      0 /* Obsolete, should he handled by ddraw */,       state_undefined     },
    { /* 66, WINED3DRS_STIPPLEPATTERN02             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 67, WINED3DRS_STIPPLEPATTERN03             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 68, WINED3DRS_STIPPLEPATTERN04             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 69, WINED3DRS_STIPPLEPATTERN05             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 70, WINED3DRS_STIPPLEPATTERN06             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 71, WINED3DRS_STIPPLEPATTERN07             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 72, WINED3DRS_STIPPLEPATTERN08             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 73, WINED3DRS_STIPPLEPATTERN09             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 74, WINED3DRS_STIPPLEPATTERN10             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 75, WINED3DRS_STIPPLEPATTERN11             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 76, WINED3DRS_STIPPLEPATTERN12             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 77, WINED3DRS_STIPPLEPATTERN13             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 78, WINED3DRS_STIPPLEPATTERN14             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 79, WINED3DRS_STIPPLEPATTERN15             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 80, WINED3DRS_STIPPLEPATTERN16             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 81, WINED3DRS_STIPPLEPATTERN17             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 82, WINED3DRS_STIPPLEPATTERN18             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 83, WINED3DRS_STIPPLEPATTERN19             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 84, WINED3DRS_STIPPLEPATTERN20             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 85, WINED3DRS_STIPPLEPATTERN21             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 86, WINED3DRS_STIPPLEPATTERN22             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 87, WINED3DRS_STIPPLEPATTERN23             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 88, WINED3DRS_STIPPLEPATTERN24             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 89, WINED3DRS_STIPPLEPATTERN25             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 90, WINED3DRS_STIPPLEPATTERN26             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 91, WINED3DRS_STIPPLEPATTERN27             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 92, WINED3DRS_STIPPLEPATTERN28             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 93, WINED3DRS_STIPPLEPATTERN29             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 94, WINED3DRS_STIPPLEPATTERN30             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
    { /* 95, WINED3DRS_STIPPLEPATTERN31             */      0 /* Obsolete, should be handled by ddraw */,       state_undefined     },
3914 3915 3916 3917 3918 3919 3920 3921 3922 3923 3924 3925 3926 3927 3928 3929 3930 3931 3932 3933 3934 3935 3936 3937 3938 3939 3940 3941 3942 3943 3944 3945 3946
    { /* 96, Undefined                              */      0,                                                  state_undefined     },
    { /* 97, Undefined                              */      0,                                                  state_undefined     },
    { /* 98, Undefined                              */      0,                                                  state_undefined     },
    { /* 99, Undefined                              */      0,                                                  state_undefined     },
    { /*100, Undefined                              */      0,                                                  state_undefined     },
    { /*101, Undefined                              */      0,                                                  state_undefined     },
    { /*102, Undefined                              */      0,                                                  state_undefined     },
    { /*103, Undefined                              */      0,                                                  state_undefined     },
    { /*104, Undefined                              */      0,                                                  state_undefined     },
    { /*105, Undefined                              */      0,                                                  state_undefined     },
    { /*106, Undefined                              */      0,                                                  state_undefined     },
    { /*107, Undefined                              */      0,                                                  state_undefined     },
    { /*108, Undefined                              */      0,                                                  state_undefined     },
    { /*109, Undefined                              */      0,                                                  state_undefined     },
    { /*110, Undefined                              */      0,                                                  state_undefined     },
    { /*111, Undefined                              */      0,                                                  state_undefined     },
    { /*112, Undefined                              */      0,                                                  state_undefined     },
    { /*113, Undefined                              */      0,                                                  state_undefined     },
    { /*114, Undefined                              */      0,                                                  state_undefined     },
    { /*115, Undefined                              */      0,                                                  state_undefined     },
    { /*116, Undefined                              */      0,                                                  state_undefined     },
    { /*117, Undefined                              */      0,                                                  state_undefined     },
    { /*118, Undefined                              */      0,                                                  state_undefined     },
    { /*119, Undefined                              */      0,                                                  state_undefined     },
    { /*120, Undefined                              */      0,                                                  state_undefined     },
    { /*121, Undefined                              */      0,                                                  state_undefined     },
    { /*122, Undefined                              */      0,                                                  state_undefined     },
    { /*123, Undefined                              */      0,                                                  state_undefined     },
    { /*124, Undefined                              */      0,                                                  state_undefined     },
    { /*125, Undefined                              */      0,                                                  state_undefined     },
    { /*126, Undefined                              */      0,                                                  state_undefined     },
    { /*127, Undefined                              */      0,                                                  state_undefined     },
    /* Big hole ends */
3947 3948 3949 3950 3951 3952 3953 3954
    { /*128, WINED3DRS_WRAP0                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*129, WINED3DRS_WRAP1                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*130, WINED3DRS_WRAP2                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*131, WINED3DRS_WRAP3                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*132, WINED3DRS_WRAP4                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*133, WINED3DRS_WRAP5                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*134, WINED3DRS_WRAP6                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*135, WINED3DRS_WRAP7                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
3955
    { /*136, WINED3DRS_CLIPPING                     */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
3956
    { /*137, WINED3DRS_LIGHTING                     */      STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      },
3957
    { /*138, WINED3DRS_EXTENTS                      */      STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       },
3958
    { /*139, WINED3DRS_AMBIENT                      */      STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       },
3959
    { /*140, WINED3DRS_FOGVERTEXMODE                */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           },
3960
    { /*141, WINED3DRS_COLORVERTEX                  */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3961
    { /*142, WINED3DRS_LOCALVIEWER                  */      STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   },
3962
    { /*143, WINED3DRS_NORMALIZENORMALS             */      STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     },
3963
    { /*144, WINED3DRS_COLORKEYBLENDENABLE          */      STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     },
3964 3965 3966 3967
    { /*145, WINED3DRS_DIFFUSEMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
    { /*146, WINED3DRS_SPECULARMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
    { /*147, WINED3DRS_AMBIENTMATERIALSOURCE        */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
    { /*148, WINED3DRS_EMISSIVEMATERIALSOURCE       */      STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      },
3968 3969
    { /*149, Undefined                              */      0,                                                  state_undefined     },
    { /*150, Undefined                              */      0,                                                  state_undefined     },
3970
    { /*151, WINED3DRS_VERTEXBLEND                  */      STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend   },
3971
    { /*152, WINED3DRS_CLIPPLANEENABLE              */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      },
3972
    { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING     */      0,                                                  state_nogl          },
3973
    { /*154, WINED3DRS_POINTSIZE                    */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3974
    { /*155, WINED3DRS_POINTSIZE_MIN                */      STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin      },
3975
    { /*156, WINED3DRS_POINTSPRITEENABLE            */      STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite   },
3976 3977 3978 3979
    { /*157, WINED3DRS_POINTSCALEENABLE             */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
    { /*158, WINED3DRS_POINTSCALE_A                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
    { /*159, WINED3DRS_POINTSCALE_B                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
    { /*160, WINED3DRS_POINTSCALE_C                 */      STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        },
3980
    { /*161, WINED3DRS_MULTISAMPLEANTIALIAS         */      STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_multisampleaa },
3981
    { /*162, WINED3DRS_MULTISAMPLEMASK              */      STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask },
3982
    { /*163, WINED3DRS_PATCHEDGESTYLE               */      STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle},
3983
    { /*164, WINED3DRS_PATCHSEGMENTS                */      STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments },
3984
    { /*165, WINED3DRS_DEBUGMONITORTOKEN            */      STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN),          state_nogl          },
3985
    { /*166, WINED3DRS_POINTSIZE_MAX                */      STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              state_psizemax      },
3986
    { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE     */      0,                                                  state_nogl          },
3987
    { /*168, WINED3DRS_COLORWRITEENABLE             */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
3988 3989
    { /*169, Undefined                              */      0,                                                  state_undefined     },
    { /*170, WINED3DRS_TWEENFACTOR                  */      0,                                                  state_nogl          },
3990
    { /*171, WINED3DRS_BLENDOP                      */      STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop       },
3991
    { /*172, WINED3DRS_POSITIONDEGREE               */      STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree},
3992
    { /*173, WINED3DRS_NORMALDEGREE                 */      STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  },
3993 3994
      /*172, WINED3DRS_POSITIONORDER                */      /* Value assigned to 2 state names */
      /*173, WINED3DRS_NORMALORDER                  */      /* Value assigned to 2 state names */
3995
    { /*174, WINED3DRS_SCISSORTESTENABLE            */      STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       },
3996
    { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS          */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
3997
    { /*176, WINED3DRS_ANTIALIASEDLINEENABLE        */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         },
3998
    { /*177, undefined                              */      0,                                                  state_undefined     },
3999 4000 4001 4002 4003 4004 4005
    { /*178, WINED3DRS_MINTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
    { /*179, WINED3DRS_MAXTESSELLATIONLEVEL         */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
    { /*180, WINED3DRS_ADAPTIVETESS_X               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
    { /*181, WINED3DRS_ADAPTIVETESS_Y               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
    { /*182, WINED3DRS_ADAPTIVETESS_Z               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
    { /*183, WINED3DRS_ADAPTIVETESS_W               */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
    { /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION   */      STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  },
4006 4007 4008 4009 4010
    { /*185, WINED3DRS_TWOSIDEDSTENCILMODE          */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
    { /*186, WINED3DRS_CCW_STENCILFAIL              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
    { /*187, WINED3DRS_CCW_STENCILZFAIL             */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
    { /*188, WINED3DRS_CCW_STENCILPASS              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
    { /*189, WINED3DRS_CCW_STENCILFUNC              */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
4011 4012 4013
    { /*190, WINED3DRS_COLORWRITEENABLE1            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
    { /*191, WINED3DRS_COLORWRITEENABLE2            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
    { /*192, WINED3DRS_COLORWRITEENABLE3            */      STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    },
4014
    { /*193, WINED3DRS_BLENDFACTOR                  */      STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor   },
4015
    { /*194, WINED3DRS_SRGBWRITEENABLE              */      STATE_PIXELSHADER,                                  pixelshader         },
4016
    { /*195, WINED3DRS_DEPTHBIAS                    */      STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     },
4017 4018
    { /*196, undefined                              */      0,                                                  state_undefined     },
    { /*197, undefined                              */      0,                                                  state_undefined     },
4019 4020 4021 4022 4023 4024 4025 4026
    { /*198, WINED3DRS_WRAP8                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*199, WINED3DRS_WRAP9                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*200, WINED3DRS_WRAP10                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*201, WINED3DRS_WRAP11                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*202, WINED3DRS_WRAP12                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*203, WINED3DRS_WRAP13                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*204, WINED3DRS_WRAP14                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
    { /*205, WINED3DRS_WRAP15                       */      STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          },
4027 4028 4029 4030
    { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE     */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend },
    { /*207, WINED3DRS_SRCBLENDALPHA                */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend },
    { /*208, WINED3DRS_DESTBLENDALPHA               */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend },
    { /*209, WINED3DRS_BLENDOPALPHA                 */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blendop },
4031
    /* Texture stage states */
4032 4033 4034
    { /*0, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*0, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*0, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
4035 4036 4037
    { /*0, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*0, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*0, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4038 4039 4040 4041
    { /*0, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*0, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*0, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*0, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4042
    { /*0, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4043 4044 4045 4046 4047 4048 4049 4050 4051 4052
    { /*0, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*0, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*0, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*0, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*0, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*0, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*0, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*0, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*0, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*0, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4053
    { /*0, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4054
    { /*0, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4055
    { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
4056
    { /*0, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4057
    { /*0, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
4058
    { /*0, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4059
    { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         },
4060 4061 4062
    { /*0, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*0, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*0, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4063
    { /*0, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4064

4065 4066 4067
    { /*1, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*1, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*1, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
4068 4069 4070
    { /*1, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*1, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*1, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4071 4072 4073 4074
    { /*1, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*1, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*1, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*1, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4075
    { /*1, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4076 4077 4078 4079 4080 4081 4082 4083 4084 4085
    { /*1, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*1, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*1, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*1, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*1, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*1, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*1, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*1, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*1, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*1, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4086
    { /*1, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4087
    { /*1, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4088
    { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
4089
    { /*1, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4090
    { /*1, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
4091
    { /*1, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4092
    { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         },
4093 4094 4095
    { /*1, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*1, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*1, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4096
    { /*1, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4097

4098 4099 4100
    { /*2, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*2, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*2, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
4101 4102 4103
    { /*2, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*2, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*2, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4104 4105 4106 4107
    { /*2, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*2, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*2, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*2, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4108
    { /*2, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4109 4110 4111 4112 4113 4114 4115 4116 4117 4118
    { /*2, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*2, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*2, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*2, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*2, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*2, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*2, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*2, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*2, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*2, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4119
    { /*2, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4120
    { /*2, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4121
    { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
4122
    { /*2, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4123
    { /*2, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
4124
    { /*2, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4125
    { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         },
4126 4127 4128
    { /*2, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*2, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*2, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4129
    { /*2, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4130

4131 4132 4133
    { /*3, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*3, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*3, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
4134 4135 4136
    { /*3, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*3, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*3, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4137 4138 4139 4140
    { /*3, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*3, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*3, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*3, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4141
    { /*3, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4142 4143 4144 4145 4146 4147 4148 4149 4150 4151
    { /*3, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*3, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*3, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*3, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*3, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*3, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*3, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*3, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*3, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*3, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4152
    { /*3, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4153
    { /*3, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4154
    { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
4155
    { /*3, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4156
    { /*3, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
4157
    { /*3, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4158
    { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         },
4159 4160 4161
    { /*3, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*3, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*3, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4162
    { /*3, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4163

4164 4165 4166
    { /*4, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*4, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*4, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
4167 4168 4169
    { /*4, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*4, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*4, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4170 4171 4172 4173
    { /*4, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*4, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*4, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*4, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4174
    { /*4, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4175 4176 4177 4178 4179 4180 4181 4182 4183 4184
    { /*4, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*4, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*4, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*4, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*4, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*4, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*4, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*4, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*4, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*4, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4185
    { /*4, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4186
    { /*4, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4187
    { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
4188
    { /*4, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4189
    { /*4, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
4190
    { /*4, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4191
    { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         },
4192 4193 4194
    { /*4, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*4, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*4, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4195
    { /*4, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4196

4197 4198 4199
    { /*5, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*5, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*5, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
4200 4201 4202
    { /*5, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*5, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*5, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4203 4204 4205 4206
    { /*5, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*5, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*5, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*5, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4207
    { /*5, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4208 4209 4210 4211 4212 4213 4214 4215 4216 4217
    { /*5, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*5, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*5, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*5, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*5, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*5, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*5, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*5, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*5, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*5, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4218
    { /*5, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4219
    { /*5, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4220
    { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
4221
    { /*5, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4222
    { /*5, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
4223
    { /*5, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4224
    { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         },
4225 4226 4227
    { /*5, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*5, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*5, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4228
    { /*5, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4229

4230 4231 4232
    { /*6, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*6, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*6, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
4233 4234 4235
    { /*6, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*6, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*6, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4236 4237 4238 4239
    { /*6, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*6, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*6, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*6, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4240
    { /*6, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4241 4242 4243 4244 4245 4246 4247 4248 4249 4250
    { /*6, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*6, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*6, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*6, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*6, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*6, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*6, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*6, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*6, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*6, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4251
    { /*6, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4252
    { /*6, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4253
    { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
4254
    { /*6, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4255
    { /*6, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
4256
    { /*6, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4257
    { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         },
4258 4259 4260
    { /*6, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*6, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*6, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4261
    { /*6, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4262

4263 4264 4265
    { /*7, 01, WINED3DTSS_COLOROP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*7, 02, WINED3DTSS_COLORARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
    { /*7, 03, WINED3DTSS_COLORARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
4266 4267 4268
    { /*7, 04, WINED3DTSS_ALPHAOP                   */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*7, 05, WINED3DTSS_ALPHAARG1                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
    { /*7, 06, WINED3DTSS_ALPHAARG2                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4269 4270 4271 4272
    { /*7, 07, WINED3DTSS_BUMPENVMAT00              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*7, 08, WINED3DTSS_BUMPENVMAT01              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*7, 09, WINED3DTSS_BUMPENVMAT10              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
    { /*7, 10, WINED3DTSS_BUMPENVMAT11              */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      },
4273
    { /*7, 11, WINED3DTSS_TEXCOORDINDEX             */      STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      },
4274 4275 4276 4277 4278 4279 4280 4281 4282 4283
    { /*7, 12, WINED3DTSS_ADDRESS                   */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*7, 13, WINED3DTSS_ADDRESSU                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*7, 14, WINED3DTSS_ADDRESSV                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*7, 15, WINED3DTSS_BORDERCOLOR               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*7, 16, WINED3DTSS_MAGFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*7, 17, WINED3DTSS_MINFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*7, 18, WINED3DTSS_MIPFILTER                 */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*7, 19, WINED3DTSS_MIPMAPLODBIAS             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*7, 20, WINED3DTSS_MAXMIPLEVEL               */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*7, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4284
    { /*7, 22, WINED3DTSS_BUMPENVLSCALE             */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   },
4285
    { /*7, 23, WINED3DTSS_BUMPENVLOFFSET            */      STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  },
4286
    { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
4287
    { /*7, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4288
    { /*7, 26, WINED3DTSS_COLORARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
4289
    { /*7, 27, WINED3DTSS_ALPHAARG0                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         },
4290
    { /*0, 28, WINED3DTSS_RESULTARG                 */      STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         },
4291 4292 4293
    { /*7, 29, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*7, 30, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
    { /*7, 31, undefined                            */      0 /* -> sampler state in ddraw / d3d8 */,           state_undefined     },
4294
    { /*7, 32, WINED3DTSS_CONSTANT                  */      0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          },
4295
    /* Sampler states */
4296 4297 4298 4299 4300 4301 4302 4303 4304 4305 4306 4307 4308 4309 4310 4311
    { /* 0, Sampler 0                               */      STATE_SAMPLER(0),                                   sampler             },
    { /* 1, Sampler 1                               */      STATE_SAMPLER(1),                                   sampler             },
    { /* 2, Sampler 2                               */      STATE_SAMPLER(2),                                   sampler             },
    { /* 3, Sampler 3                               */      STATE_SAMPLER(3),                                   sampler             },
    { /* 4, Sampler 3                               */      STATE_SAMPLER(4),                                   sampler             },
    { /* 5, Sampler 5                               */      STATE_SAMPLER(5),                                   sampler             },
    { /* 6, Sampler 6                               */      STATE_SAMPLER(6),                                   sampler             },
    { /* 7, Sampler 7                               */      STATE_SAMPLER(7),                                   sampler             },
    { /* 8, Sampler 8                               */      STATE_SAMPLER(8),                                   sampler             },
    { /* 9, Sampler 9                               */      STATE_SAMPLER(9),                                   sampler             },
    { /*10, Sampler 10                              */      STATE_SAMPLER(10),                                  sampler             },
    { /*11, Sampler 11                              */      STATE_SAMPLER(11),                                  sampler             },
    { /*12, Sampler 12                              */      STATE_SAMPLER(12),                                  sampler             },
    { /*13, Sampler 13                              */      STATE_SAMPLER(13),                                  sampler             },
    { /*14, Sampler 14                              */      STATE_SAMPLER(14),                                  sampler             },
    { /*15, Sampler 15                              */      STATE_SAMPLER(15),                                  sampler             },
4312 4313 4314 4315
    { /*16, Vertex sampler 0                        */      STATE_SAMPLER(16),                                  sampler             },
    { /*17, Vertex sampler 1                        */      STATE_SAMPLER(17),                                  sampler             },
    { /*18, Vertex sampler 2                        */      STATE_SAMPLER(18),                                  sampler             },
    { /*19, Vertex sampler 3                        */      STATE_SAMPLER(19),                                  sampler             },
4316 4317
    /* Pixel shader */
    { /*  , Pixel Shader                            */      STATE_PIXELSHADER,                                  pixelshader         },
4318 4319
      /* Transform states follow                    */
    { /*  1, undefined                              */      0,                                                  state_undefined     },
4320
    { /*  2, WINED3DTS_VIEW                         */      STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      },
4321
    { /*  3, WINED3DTS_PROJECTION                   */      STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection},
4322 4323 4324 4325 4326 4327 4328 4329 4330 4331 4332 4333
    { /*  4, undefined                              */      0,                                                  state_undefined     },
    { /*  5, undefined                              */      0,                                                  state_undefined     },
    { /*  6, undefined                              */      0,                                                  state_undefined     },
    { /*  7, undefined                              */      0,                                                  state_undefined     },
    { /*  8, undefined                              */      0,                                                  state_undefined     },
    { /*  9, undefined                              */      0,                                                  state_undefined     },
    { /* 10, undefined                              */      0,                                                  state_undefined     },
    { /* 11, undefined                              */      0,                                                  state_undefined     },
    { /* 12, undefined                              */      0,                                                  state_undefined     },
    { /* 13, undefined                              */      0,                                                  state_undefined     },
    { /* 14, undefined                              */      0,                                                  state_undefined     },
    { /* 15, undefined                              */      0,                                                  state_undefined     },
4334 4335 4336 4337 4338 4339 4340 4341
    { /* 16, WINED3DTS_TEXTURE0                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   },
    { /* 17, WINED3DTS_TEXTURE1                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   },
    { /* 18, WINED3DTS_TEXTURE2                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   },
    { /* 19, WINED3DTS_TEXTURE3                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   },
    { /* 20, WINED3DTS_TEXTURE4                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   },
    { /* 21, WINED3DTS_TEXTURE5                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   },
    { /* 22, WINED3DTS_TEXTURE6                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   },
    { /* 23, WINED3DTS_TEXTURE7                     */      STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   },
4342 4343 4344 4345 4346 4347 4348 4349 4350 4351 4352 4353 4354 4355 4356 4357 4358 4359 4360 4361 4362 4363 4364 4365 4366 4367 4368 4369 4370 4371 4372 4373 4374 4375 4376 4377 4378 4379 4380 4381 4382 4383 4384 4385 4386 4387 4388 4389 4390 4391 4392 4393 4394 4395 4396 4397 4398 4399 4400 4401 4402 4403 4404 4405 4406 4407 4408 4409 4410 4411 4412 4413 4414 4415 4416 4417 4418 4419 4420 4421 4422 4423 4424 4425 4426 4427 4428 4429 4430 4431 4432 4433 4434 4435 4436 4437 4438 4439 4440 4441 4442 4443 4444 4445 4446 4447 4448 4449 4450 4451 4452 4453 4454 4455 4456 4457 4458 4459 4460 4461 4462 4463 4464 4465 4466 4467 4468 4469 4470 4471 4472 4473 4474 4475 4476 4477 4478 4479 4480 4481 4482 4483 4484 4485 4486 4487 4488 4489 4490 4491 4492 4493 4494 4495 4496 4497 4498 4499 4500 4501 4502 4503 4504 4505 4506 4507 4508 4509 4510 4511 4512 4513 4514 4515 4516 4517 4518 4519 4520 4521 4522 4523 4524 4525 4526 4527 4528 4529 4530 4531 4532 4533 4534 4535 4536 4537 4538 4539 4540 4541 4542 4543 4544 4545 4546 4547 4548 4549 4550 4551 4552 4553 4554 4555 4556 4557 4558 4559 4560 4561 4562 4563 4564 4565 4566 4567 4568 4569 4570 4571 4572 4573 4574 4575
      /* A huge gap between TEXTURE7 and WORLDMATRIX(0) :-( But entries are needed to catch then if a broken app sets them */
    { /* 24, undefined                              */      0,                                                  state_undefined     },
    { /* 25, undefined                              */      0,                                                  state_undefined     },
    { /* 26, undefined                              */      0,                                                  state_undefined     },
    { /* 27, undefined                              */      0,                                                  state_undefined     },
    { /* 28, undefined                              */      0,                                                  state_undefined     },
    { /* 29, undefined                              */      0,                                                  state_undefined     },
    { /* 30, undefined                              */      0,                                                  state_undefined     },
    { /* 31, undefined                              */      0,                                                  state_undefined     },
    { /* 32, undefined                              */      0,                                                  state_undefined     },
    { /* 33, undefined                              */      0,                                                  state_undefined     },
    { /* 34, undefined                              */      0,                                                  state_undefined     },
    { /* 35, undefined                              */      0,                                                  state_undefined     },
    { /* 36, undefined                              */      0,                                                  state_undefined     },
    { /* 37, undefined                              */      0,                                                  state_undefined     },
    { /* 38, undefined                              */      0,                                                  state_undefined     },
    { /* 39, undefined                              */      0,                                                  state_undefined     },
    { /* 40, undefined                              */      0,                                                  state_undefined     },
    { /* 41, undefined                              */      0,                                                  state_undefined     },
    { /* 42, undefined                              */      0,                                                  state_undefined     },
    { /* 43, undefined                              */      0,                                                  state_undefined     },
    { /* 44, undefined                              */      0,                                                  state_undefined     },
    { /* 45, undefined                              */      0,                                                  state_undefined     },
    { /* 46, undefined                              */      0,                                                  state_undefined     },
    { /* 47, undefined                              */      0,                                                  state_undefined     },
    { /* 48, undefined                              */      0,                                                  state_undefined     },
    { /* 49, undefined                              */      0,                                                  state_undefined     },
    { /* 50, undefined                              */      0,                                                  state_undefined     },
    { /* 51, undefined                              */      0,                                                  state_undefined     },
    { /* 52, undefined                              */      0,                                                  state_undefined     },
    { /* 53, undefined                              */      0,                                                  state_undefined     },
    { /* 54, undefined                              */      0,                                                  state_undefined     },
    { /* 55, undefined                              */      0,                                                  state_undefined     },
    { /* 56, undefined                              */      0,                                                  state_undefined     },
    { /* 57, undefined                              */      0,                                                  state_undefined     },
    { /* 58, undefined                              */      0,                                                  state_undefined     },
    { /* 59, undefined                              */      0,                                                  state_undefined     },
    { /* 60, undefined                              */      0,                                                  state_undefined     },
    { /* 61, undefined                              */      0,                                                  state_undefined     },
    { /* 62, undefined                              */      0,                                                  state_undefined     },
    { /* 63, undefined                              */      0,                                                  state_undefined     },
    { /* 64, undefined                              */      0,                                                  state_undefined     },
    { /* 65, undefined                              */      0,                                                  state_undefined     },
    { /* 66, undefined                              */      0,                                                  state_undefined     },
    { /* 67, undefined                              */      0,                                                  state_undefined     },
    { /* 68, undefined                              */      0,                                                  state_undefined     },
    { /* 69, undefined                              */      0,                                                  state_undefined     },
    { /* 70, undefined                              */      0,                                                  state_undefined     },
    { /* 71, undefined                              */      0,                                                  state_undefined     },
    { /* 72, undefined                              */      0,                                                  state_undefined     },
    { /* 73, undefined                              */      0,                                                  state_undefined     },
    { /* 74, undefined                              */      0,                                                  state_undefined     },
    { /* 75, undefined                              */      0,                                                  state_undefined     },
    { /* 76, undefined                              */      0,                                                  state_undefined     },
    { /* 77, undefined                              */      0,                                                  state_undefined     },
    { /* 78, undefined                              */      0,                                                  state_undefined     },
    { /* 79, undefined                              */      0,                                                  state_undefined     },
    { /* 80, undefined                              */      0,                                                  state_undefined     },
    { /* 81, undefined                              */      0,                                                  state_undefined     },
    { /* 82, undefined                              */      0,                                                  state_undefined     },
    { /* 83, undefined                              */      0,                                                  state_undefined     },
    { /* 84, undefined                              */      0,                                                  state_undefined     },
    { /* 85, undefined                              */      0,                                                  state_undefined     },
    { /* 86, undefined                              */      0,                                                  state_undefined     },
    { /* 87, undefined                              */      0,                                                  state_undefined     },
    { /* 88, undefined                              */      0,                                                  state_undefined     },
    { /* 89, undefined                              */      0,                                                  state_undefined     },
    { /* 90, undefined                              */      0,                                                  state_undefined     },
    { /* 91, undefined                              */      0,                                                  state_undefined     },
    { /* 92, undefined                              */      0,                                                  state_undefined     },
    { /* 93, undefined                              */      0,                                                  state_undefined     },
    { /* 94, undefined                              */      0,                                                  state_undefined     },
    { /* 95, undefined                              */      0,                                                  state_undefined     },
    { /* 96, undefined                              */      0,                                                  state_undefined     },
    { /* 97, undefined                              */      0,                                                  state_undefined     },
    { /* 98, undefined                              */      0,                                                  state_undefined     },
    { /* 99, undefined                              */      0,                                                  state_undefined     },
    { /*100, undefined                              */      0,                                                  state_undefined     },
    { /*101, undefined                              */      0,                                                  state_undefined     },
    { /*102, undefined                              */      0,                                                  state_undefined     },
    { /*103, undefined                              */      0,                                                  state_undefined     },
    { /*104, undefined                              */      0,                                                  state_undefined     },
    { /*105, undefined                              */      0,                                                  state_undefined     },
    { /*106, undefined                              */      0,                                                  state_undefined     },
    { /*107, undefined                              */      0,                                                  state_undefined     },
    { /*108, undefined                              */      0,                                                  state_undefined     },
    { /*109, undefined                              */      0,                                                  state_undefined     },
    { /*110, undefined                              */      0,                                                  state_undefined     },
    { /*111, undefined                              */      0,                                                  state_undefined     },
    { /*112, undefined                              */      0,                                                  state_undefined     },
    { /*113, undefined                              */      0,                                                  state_undefined     },
    { /*114, undefined                              */      0,                                                  state_undefined     },
    { /*115, undefined                              */      0,                                                  state_undefined     },
    { /*116, undefined                              */      0,                                                  state_undefined     },
    { /*117, undefined                              */      0,                                                  state_undefined     },
    { /*118, undefined                              */      0,                                                  state_undefined     },
    { /*119, undefined                              */      0,                                                  state_undefined     },
    { /*120, undefined                              */      0,                                                  state_undefined     },
    { /*121, undefined                              */      0,                                                  state_undefined     },
    { /*122, undefined                              */      0,                                                  state_undefined     },
    { /*123, undefined                              */      0,                                                  state_undefined     },
    { /*124, undefined                              */      0,                                                  state_undefined     },
    { /*125, undefined                              */      0,                                                  state_undefined     },
    { /*126, undefined                              */      0,                                                  state_undefined     },
    { /*127, undefined                              */      0,                                                  state_undefined     },
    { /*128, undefined                              */      0,                                                  state_undefined     },
    { /*129, undefined                              */      0,                                                  state_undefined     },
    { /*130, undefined                              */      0,                                                  state_undefined     },
    { /*131, undefined                              */      0,                                                  state_undefined     },
    { /*132, undefined                              */      0,                                                  state_undefined     },
    { /*133, undefined                              */      0,                                                  state_undefined     },
    { /*134, undefined                              */      0,                                                  state_undefined     },
    { /*135, undefined                              */      0,                                                  state_undefined     },
    { /*136, undefined                              */      0,                                                  state_undefined     },
    { /*137, undefined                              */      0,                                                  state_undefined     },
    { /*138, undefined                              */      0,                                                  state_undefined     },
    { /*139, undefined                              */      0,                                                  state_undefined     },
    { /*140, undefined                              */      0,                                                  state_undefined     },
    { /*141, undefined                              */      0,                                                  state_undefined     },
    { /*142, undefined                              */      0,                                                  state_undefined     },
    { /*143, undefined                              */      0,                                                  state_undefined     },
    { /*144, undefined                              */      0,                                                  state_undefined     },
    { /*145, undefined                              */      0,                                                  state_undefined     },
    { /*146, undefined                              */      0,                                                  state_undefined     },
    { /*147, undefined                              */      0,                                                  state_undefined     },
    { /*148, undefined                              */      0,                                                  state_undefined     },
    { /*149, undefined                              */      0,                                                  state_undefined     },
    { /*150, undefined                              */      0,                                                  state_undefined     },
    { /*151, undefined                              */      0,                                                  state_undefined     },
    { /*152, undefined                              */      0,                                                  state_undefined     },
    { /*153, undefined                              */      0,                                                  state_undefined     },
    { /*154, undefined                              */      0,                                                  state_undefined     },
    { /*155, undefined                              */      0,                                                  state_undefined     },
    { /*156, undefined                              */      0,                                                  state_undefined     },
    { /*157, undefined                              */      0,                                                  state_undefined     },
    { /*158, undefined                              */      0,                                                  state_undefined     },
    { /*159, undefined                              */      0,                                                  state_undefined     },
    { /*160, undefined                              */      0,                                                  state_undefined     },
    { /*161, undefined                              */      0,                                                  state_undefined     },
    { /*162, undefined                              */      0,                                                  state_undefined     },
    { /*163, undefined                              */      0,                                                  state_undefined     },
    { /*164, undefined                              */      0,                                                  state_undefined     },
    { /*165, undefined                              */      0,                                                  state_undefined     },
    { /*166, undefined                              */      0,                                                  state_undefined     },
    { /*167, undefined                              */      0,                                                  state_undefined     },
    { /*168, undefined                              */      0,                                                  state_undefined     },
    { /*169, undefined                              */      0,                                                  state_undefined     },
    { /*170, undefined                              */      0,                                                  state_undefined     },
    { /*171, undefined                              */      0,                                                  state_undefined     },
    { /*172, undefined                              */      0,                                                  state_undefined     },
    { /*173, undefined                              */      0,                                                  state_undefined     },
    { /*174, undefined                              */      0,                                                  state_undefined     },
    { /*175, undefined                              */      0,                                                  state_undefined     },
    { /*176, undefined                              */      0,                                                  state_undefined     },
    { /*177, undefined                              */      0,                                                  state_undefined     },
    { /*178, undefined                              */      0,                                                  state_undefined     },
    { /*179, undefined                              */      0,                                                  state_undefined     },
    { /*180, undefined                              */      0,                                                  state_undefined     },
    { /*181, undefined                              */      0,                                                  state_undefined     },
    { /*182, undefined                              */      0,                                                  state_undefined     },
    { /*183, undefined                              */      0,                                                  state_undefined     },
    { /*184, undefined                              */      0,                                                  state_undefined     },
    { /*185, undefined                              */      0,                                                  state_undefined     },
    { /*186, undefined                              */      0,                                                  state_undefined     },
    { /*187, undefined                              */      0,                                                  state_undefined     },
    { /*188, undefined                              */      0,                                                  state_undefined     },
    { /*189, undefined                              */      0,                                                  state_undefined     },
    { /*190, undefined                              */      0,                                                  state_undefined     },
    { /*191, undefined                              */      0,                                                  state_undefined     },
    { /*192, undefined                              */      0,                                                  state_undefined     },
    { /*193, undefined                              */      0,                                                  state_undefined     },
    { /*194, undefined                              */      0,                                                  state_undefined     },
    { /*195, undefined                              */      0,                                                  state_undefined     },
    { /*196, undefined                              */      0,                                                  state_undefined     },
    { /*197, undefined                              */      0,                                                  state_undefined     },
    { /*198, undefined                              */      0,                                                  state_undefined     },
    { /*199, undefined                              */      0,                                                  state_undefined     },
    { /*200, undefined                              */      0,                                                  state_undefined     },
    { /*201, undefined                              */      0,                                                  state_undefined     },
    { /*202, undefined                              */      0,                                                  state_undefined     },
    { /*203, undefined                              */      0,                                                  state_undefined     },
    { /*204, undefined                              */      0,                                                  state_undefined     },
    { /*205, undefined                              */      0,                                                  state_undefined     },
    { /*206, undefined                              */      0,                                                  state_undefined     },
    { /*207, undefined                              */      0,                                                  state_undefined     },
    { /*208, undefined                              */      0,                                                  state_undefined     },
    { /*209, undefined                              */      0,                                                  state_undefined     },
    { /*210, undefined                              */      0,                                                  state_undefined     },
    { /*211, undefined                              */      0,                                                  state_undefined     },
    { /*212, undefined                              */      0,                                                  state_undefined     },
    { /*213, undefined                              */      0,                                                  state_undefined     },
    { /*214, undefined                              */      0,                                                  state_undefined     },
    { /*215, undefined                              */      0,                                                  state_undefined     },
    { /*216, undefined                              */      0,                                                  state_undefined     },
    { /*217, undefined                              */      0,                                                  state_undefined     },
    { /*218, undefined                              */      0,                                                  state_undefined     },
    { /*219, undefined                              */      0,                                                  state_undefined     },
    { /*220, undefined                              */      0,                                                  state_undefined     },
    { /*221, undefined                              */      0,                                                  state_undefined     },
    { /*222, undefined                              */      0,                                                  state_undefined     },
    { /*223, undefined                              */      0,                                                  state_undefined     },
    { /*224, undefined                              */      0,                                                  state_undefined     },
    { /*225, undefined                              */      0,                                                  state_undefined     },
    { /*226, undefined                              */      0,                                                  state_undefined     },
    { /*227, undefined                              */      0,                                                  state_undefined     },
    { /*228, undefined                              */      0,                                                  state_undefined     },
    { /*229, undefined                              */      0,                                                  state_undefined     },
    { /*230, undefined                              */      0,                                                  state_undefined     },
    { /*231, undefined                              */      0,                                                  state_undefined     },
    { /*232, undefined                              */      0,                                                  state_undefined     },
    { /*233, undefined                              */      0,                                                  state_undefined     },
    { /*234, undefined                              */      0,                                                  state_undefined     },
    { /*235, undefined                              */      0,                                                  state_undefined     },
    { /*236, undefined                              */      0,                                                  state_undefined     },
    { /*237, undefined                              */      0,                                                  state_undefined     },
    { /*238, undefined                              */      0,                                                  state_undefined     },
    { /*239, undefined                              */      0,                                                  state_undefined     },
    { /*240, undefined                              */      0,                                                  state_undefined     },
    { /*241, undefined                              */      0,                                                  state_undefined     },
    { /*242, undefined                              */      0,                                                  state_undefined     },
    { /*243, undefined                              */      0,                                                  state_undefined     },
    { /*244, undefined                              */      0,                                                  state_undefined     },
    { /*245, undefined                              */      0,                                                  state_undefined     },
    { /*246, undefined                              */      0,                                                  state_undefined     },
    { /*247, undefined                              */      0,                                                  state_undefined     },
    { /*248, undefined                              */      0,                                                  state_undefined     },
    { /*249, undefined                              */      0,                                                  state_undefined     },
    { /*250, undefined                              */      0,                                                  state_undefined     },
    { /*251, undefined                              */      0,                                                  state_undefined     },
    { /*252, undefined                              */      0,                                                  state_undefined     },
    { /*253, undefined                              */      0,                                                  state_undefined     },
    { /*254, undefined                              */      0,                                                  state_undefined     },
    { /*255, undefined                              */      0,                                                  state_undefined     },
      /* End huge gap */
4576
    { /*256, WINED3DTS_WORLDMATRIX(0)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)),          transform_world     },
4577 4578 4579 4580 4581 4582 4583 4584 4585 4586 4587 4588 4589 4590 4591 4592 4593 4594 4595 4596 4597 4598 4599 4600 4601 4602 4603 4604 4605 4606 4607 4608 4609 4610 4611 4612 4613 4614 4615 4616 4617 4618 4619 4620 4621 4622 4623 4624 4625 4626 4627 4628 4629 4630 4631 4632 4633 4634 4635 4636 4637 4638 4639 4640 4641 4642 4643 4644 4645 4646 4647 4648 4649 4650 4651 4652 4653 4654 4655 4656 4657 4658 4659 4660 4661 4662 4663 4664 4665 4666 4667 4668 4669 4670 4671 4672 4673 4674 4675 4676 4677 4678 4679 4680 4681 4682 4683 4684 4685 4686 4687 4688 4689 4690 4691 4692 4693 4694 4695 4696 4697 4698 4699 4700 4701 4702 4703 4704 4705 4706 4707 4708 4709 4710 4711 4712 4713 4714 4715 4716 4717 4718 4719 4720 4721 4722 4723 4724 4725 4726 4727 4728 4729 4730 4731 4732 4733 4734 4735 4736 4737 4738 4739 4740 4741 4742 4743 4744 4745 4746 4747 4748 4749 4750 4751 4752 4753 4754 4755 4756 4757 4758 4759 4760 4761 4762 4763 4764 4765 4766 4767 4768 4769 4770 4771 4772 4773 4774 4775 4776 4777 4778 4779 4780 4781 4782 4783 4784 4785 4786 4787 4788 4789 4790 4791 4792 4793 4794 4795 4796 4797 4798 4799 4800 4801 4802 4803 4804 4805 4806 4807 4808 4809 4810 4811 4812 4813 4814 4815 4816 4817 4818 4819 4820 4821 4822 4823 4824 4825 4826 4827 4828 4829 4830 4831
    { /*257, WINED3DTS_WORLDMATRIX(1)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)),          transform_worldex   },
    { /*258, WINED3DTS_WORLDMATRIX(2)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)),          transform_worldex   },
    { /*259, WINED3DTS_WORLDMATRIX(3)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)),          transform_worldex   },
    { /*260, WINED3DTS_WORLDMATRIX(4)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(4)),          transform_worldex   },
    { /*261, WINED3DTS_WORLDMATRIX(5)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(5)),          transform_worldex   },
    { /*262, WINED3DTS_WORLDMATRIX(6)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(6)),          transform_worldex   },
    { /*263, WINED3DTS_WORLDMATRIX(7)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(7)),          transform_worldex   },
    { /*264, WINED3DTS_WORLDMATRIX(8)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(8)),          transform_worldex   },
    { /*265, WINED3DTS_WORLDMATRIX(9)               */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(9)),          transform_worldex   },
    { /*266, WINED3DTS_WORLDMATRIX(10)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(10)),         transform_worldex   },
    { /*267, WINED3DTS_WORLDMATRIX(11)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(11)),         transform_worldex   },
    { /*268, WINED3DTS_WORLDMATRIX(12)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(12)),         transform_worldex   },
    { /*269, WINED3DTS_WORLDMATRIX(13)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(13)),         transform_worldex   },
    { /*270, WINED3DTS_WORLDMATRIX(14)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(14)),         transform_worldex   },
    { /*271, WINED3DTS_WORLDMATRIX(15)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(15)),         transform_worldex   },
    { /*272, WINED3DTS_WORLDMATRIX(16)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(16)),         transform_worldex   },
    { /*273, WINED3DTS_WORLDMATRIX(17)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(17)),         transform_worldex   },
    { /*274, WINED3DTS_WORLDMATRIX(18)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(18)),         transform_worldex   },
    { /*275, WINED3DTS_WORLDMATRIX(19)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(19)),         transform_worldex   },
    { /*276, WINED3DTS_WORLDMATRIX(20)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(20)),         transform_worldex   },
    { /*277, WINED3DTS_WORLDMATRIX(21)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(21)),         transform_worldex   },
    { /*278, WINED3DTS_WORLDMATRIX(22)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(22)),         transform_worldex   },
    { /*279, WINED3DTS_WORLDMATRIX(23)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(23)),         transform_worldex   },
    { /*280, WINED3DTS_WORLDMATRIX(24)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(24)),         transform_worldex   },
    { /*281, WINED3DTS_WORLDMATRIX(25)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(25)),         transform_worldex   },
    { /*282, WINED3DTS_WORLDMATRIX(26)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(26)),         transform_worldex   },
    { /*283, WINED3DTS_WORLDMATRIX(27)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(27)),         transform_worldex   },
    { /*284, WINED3DTS_WORLDMATRIX(28)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(28)),         transform_worldex   },
    { /*285, WINED3DTS_WORLDMATRIX(29)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(29)),         transform_worldex   },
    { /*286, WINED3DTS_WORLDMATRIX(30)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(30)),         transform_worldex   },
    { /*287, WINED3DTS_WORLDMATRIX(31)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(31)),         transform_worldex   },
    { /*288, WINED3DTS_WORLDMATRIX(32)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(32)),         transform_worldex   },
    { /*289, WINED3DTS_WORLDMATRIX(33)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(33)),         transform_worldex   },
    { /*290, WINED3DTS_WORLDMATRIX(34)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(34)),         transform_worldex   },
    { /*291, WINED3DTS_WORLDMATRIX(35)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(35)),         transform_worldex   },
    { /*292, WINED3DTS_WORLDMATRIX(36)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(36)),         transform_worldex   },
    { /*293, WINED3DTS_WORLDMATRIX(37)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(37)),         transform_worldex   },
    { /*294, WINED3DTS_WORLDMATRIX(38)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(38)),         transform_worldex   },
    { /*295, WINED3DTS_WORLDMATRIX(39)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(39)),         transform_worldex   },
    { /*296, WINED3DTS_WORLDMATRIX(40)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(40)),         transform_worldex   },
    { /*297, WINED3DTS_WORLDMATRIX(41)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(41)),         transform_worldex   },
    { /*298, WINED3DTS_WORLDMATRIX(42)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(42)),         transform_worldex   },
    { /*299, WINED3DTS_WORLDMATRIX(43)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(43)),         transform_worldex   },
    { /*300, WINED3DTS_WORLDMATRIX(44)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(44)),         transform_worldex   },
    { /*301, WINED3DTS_WORLDMATRIX(45)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(45)),         transform_worldex   },
    { /*302, WINED3DTS_WORLDMATRIX(46)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(46)),         transform_worldex   },
    { /*303, WINED3DTS_WORLDMATRIX(47)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(47)),         transform_worldex   },
    { /*304, WINED3DTS_WORLDMATRIX(48)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(48)),         transform_worldex   },
    { /*305, WINED3DTS_WORLDMATRIX(49)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(49)),         transform_worldex   },
    { /*306, WINED3DTS_WORLDMATRIX(50)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(50)),         transform_worldex   },
    { /*307, WINED3DTS_WORLDMATRIX(51)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(51)),         transform_worldex   },
    { /*308, WINED3DTS_WORLDMATRIX(52)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(52)),         transform_worldex   },
    { /*309, WINED3DTS_WORLDMATRIX(53)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(53)),         transform_worldex   },
    { /*310, WINED3DTS_WORLDMATRIX(54)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(54)),         transform_worldex   },
    { /*311, WINED3DTS_WORLDMATRIX(55)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(55)),         transform_worldex   },
    { /*312, WINED3DTS_WORLDMATRIX(56)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(56)),         transform_worldex   },
    { /*313, WINED3DTS_WORLDMATRIX(57)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(57)),         transform_worldex   },
    { /*314, WINED3DTS_WORLDMATRIX(58)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(58)),         transform_worldex   },
    { /*315, WINED3DTS_WORLDMATRIX(59)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(59)),         transform_worldex   },
    { /*316, WINED3DTS_WORLDMATRIX(60)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(60)),         transform_worldex   },
    { /*317, WINED3DTS_WORLDMATRIX(61)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(61)),         transform_worldex   },
    { /*318, WINED3DTS_WORLDMATRIX(62)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(62)),         transform_worldex   },
    { /*319, WINED3DTS_WORLDMATRIX(63)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(63)),         transform_worldex   },
    { /*320, WINED3DTS_WORLDMATRIX(64)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(64)),         transform_worldex   },
    { /*321, WINED3DTS_WORLDMATRIX(65)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(65)),         transform_worldex   },
    { /*322, WINED3DTS_WORLDMATRIX(66)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(66)),         transform_worldex   },
    { /*323, WINED3DTS_WORLDMATRIX(67)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(67)),         transform_worldex   },
    { /*324, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(68)),         transform_worldex   },
    { /*325, WINED3DTS_WORLDMATRIX(68)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(69)),         transform_worldex   },
    { /*326, WINED3DTS_WORLDMATRIX(70)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(70)),         transform_worldex   },
    { /*327, WINED3DTS_WORLDMATRIX(71)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(71)),         transform_worldex   },
    { /*328, WINED3DTS_WORLDMATRIX(72)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(72)),         transform_worldex   },
    { /*329, WINED3DTS_WORLDMATRIX(73)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(73)),         transform_worldex   },
    { /*330, WINED3DTS_WORLDMATRIX(74)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(74)),         transform_worldex   },
    { /*331, WINED3DTS_WORLDMATRIX(75)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(75)),         transform_worldex   },
    { /*332, WINED3DTS_WORLDMATRIX(76)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(76)),         transform_worldex   },
    { /*333, WINED3DTS_WORLDMATRIX(77)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(77)),         transform_worldex   },
    { /*334, WINED3DTS_WORLDMATRIX(78)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(78)),         transform_worldex   },
    { /*335, WINED3DTS_WORLDMATRIX(79)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(79)),         transform_worldex   },
    { /*336, WINED3DTS_WORLDMATRIX(80)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(80)),         transform_worldex   },
    { /*337, WINED3DTS_WORLDMATRIX(81)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(81)),         transform_worldex   },
    { /*338, WINED3DTS_WORLDMATRIX(82)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(82)),         transform_worldex   },
    { /*339, WINED3DTS_WORLDMATRIX(83)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(83)),         transform_worldex   },
    { /*340, WINED3DTS_WORLDMATRIX(84)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(84)),         transform_worldex   },
    { /*341, WINED3DTS_WORLDMATRIX(85)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(85)),         transform_worldex   },
    { /*341, WINED3DTS_WORLDMATRIX(86)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(86)),         transform_worldex   },
    { /*343, WINED3DTS_WORLDMATRIX(87)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(87)),         transform_worldex   },
    { /*344, WINED3DTS_WORLDMATRIX(88)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(88)),         transform_worldex   },
    { /*345, WINED3DTS_WORLDMATRIX(89)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(89)),         transform_worldex   },
    { /*346, WINED3DTS_WORLDMATRIX(90)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(90)),         transform_worldex   },
    { /*347, WINED3DTS_WORLDMATRIX(91)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(91)),         transform_worldex   },
    { /*348, WINED3DTS_WORLDMATRIX(92)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(92)),         transform_worldex   },
    { /*349, WINED3DTS_WORLDMATRIX(93)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(93)),         transform_worldex   },
    { /*350, WINED3DTS_WORLDMATRIX(94)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(94)),         transform_worldex   },
    { /*351, WINED3DTS_WORLDMATRIX(95)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(95)),         transform_worldex   },
    { /*352, WINED3DTS_WORLDMATRIX(96)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(96)),         transform_worldex   },
    { /*353, WINED3DTS_WORLDMATRIX(97)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(97)),         transform_worldex   },
    { /*354, WINED3DTS_WORLDMATRIX(98)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(98)),         transform_worldex   },
    { /*355, WINED3DTS_WORLDMATRIX(99)              */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(99)),         transform_worldex   },
    { /*356, WINED3DTS_WORLDMATRIX(100)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   },
    { /*357, WINED3DTS_WORLDMATRIX(101)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   },
    { /*358, WINED3DTS_WORLDMATRIX(102)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   },
    { /*359, WINED3DTS_WORLDMATRIX(103)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   },
    { /*360, WINED3DTS_WORLDMATRIX(104)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   },
    { /*361, WINED3DTS_WORLDMATRIX(105)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   },
    { /*362, WINED3DTS_WORLDMATRIX(106)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   },
    { /*363, WINED3DTS_WORLDMATRIX(107)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   },
    { /*364, WINED3DTS_WORLDMATRIX(108)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   },
    { /*365, WINED3DTS_WORLDMATRIX(109)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   },
    { /*366, WINED3DTS_WORLDMATRIX(110)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   },
    { /*367, WINED3DTS_WORLDMATRIX(111)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   },
    { /*368, WINED3DTS_WORLDMATRIX(112)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   },
    { /*369, WINED3DTS_WORLDMATRIX(113)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   },
    { /*370, WINED3DTS_WORLDMATRIX(114)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   },
    { /*371, WINED3DTS_WORLDMATRIX(115)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   },
    { /*372, WINED3DTS_WORLDMATRIX(116)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   },
    { /*373, WINED3DTS_WORLDMATRIX(117)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   },
    { /*374, WINED3DTS_WORLDMATRIX(118)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   },
    { /*375, WINED3DTS_WORLDMATRIX(119)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   },
    { /*376, WINED3DTS_WORLDMATRIX(120)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   },
    { /*377, WINED3DTS_WORLDMATRIX(121)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   },
    { /*378, WINED3DTS_WORLDMATRIX(122)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   },
    { /*379, WINED3DTS_WORLDMATRIX(123)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   },
    { /*380, WINED3DTS_WORLDMATRIX(124)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   },
    { /*381, WINED3DTS_WORLDMATRIX(125)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   },
    { /*382, WINED3DTS_WORLDMATRIX(126)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   },
    { /*383, WINED3DTS_WORLDMATRIX(127)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   },
    { /*384, WINED3DTS_WORLDMATRIX(128)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   },
    { /*385, WINED3DTS_WORLDMATRIX(129)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   },
    { /*386, WINED3DTS_WORLDMATRIX(130)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   },
    { /*387, WINED3DTS_WORLDMATRIX(131)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   },
    { /*388, WINED3DTS_WORLDMATRIX(132)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   },
    { /*389, WINED3DTS_WORLDMATRIX(133)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   },
    { /*390, WINED3DTS_WORLDMATRIX(134)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   },
    { /*391, WINED3DTS_WORLDMATRIX(135)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   },
    { /*392, WINED3DTS_WORLDMATRIX(136)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   },
    { /*393, WINED3DTS_WORLDMATRIX(137)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   },
    { /*394, WINED3DTS_WORLDMATRIX(138)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   },
    { /*395, WINED3DTS_WORLDMATRIX(139)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   },
    { /*396, WINED3DTS_WORLDMATRIX(140)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   },
    { /*397, WINED3DTS_WORLDMATRIX(141)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   },
    { /*398, WINED3DTS_WORLDMATRIX(142)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   },
    { /*399, WINED3DTS_WORLDMATRIX(143)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   },
    { /*400, WINED3DTS_WORLDMATRIX(144)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   },
    { /*401, WINED3DTS_WORLDMATRIX(145)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   },
    { /*402, WINED3DTS_WORLDMATRIX(146)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   },
    { /*403, WINED3DTS_WORLDMATRIX(147)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   },
    { /*404, WINED3DTS_WORLDMATRIX(148)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   },
    { /*405, WINED3DTS_WORLDMATRIX(149)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   },
    { /*406, WINED3DTS_WORLDMATRIX(150)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   },
    { /*407, WINED3DTS_WORLDMATRIX(151)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   },
    { /*408, WINED3DTS_WORLDMATRIX(152)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   },
    { /*409, WINED3DTS_WORLDMATRIX(153)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   },
    { /*410, WINED3DTS_WORLDMATRIX(154)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   },
    { /*411, WINED3DTS_WORLDMATRIX(155)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   },
    { /*412, WINED3DTS_WORLDMATRIX(156)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   },
    { /*413, WINED3DTS_WORLDMATRIX(157)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   },
    { /*414, WINED3DTS_WORLDMATRIX(158)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   },
    { /*415, WINED3DTS_WORLDMATRIX(159)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   },
    { /*416, WINED3DTS_WORLDMATRIX(160)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   },
    { /*417, WINED3DTS_WORLDMATRIX(161)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   },
    { /*418, WINED3DTS_WORLDMATRIX(162)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   },
    { /*419, WINED3DTS_WORLDMATRIX(163)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   },
    { /*420, WINED3DTS_WORLDMATRIX(164)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   },
    { /*421, WINED3DTS_WORLDMATRIX(165)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   },
    { /*422, WINED3DTS_WORLDMATRIX(166)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   },
    { /*423, WINED3DTS_WORLDMATRIX(167)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   },
    { /*424, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   },
    { /*425, WINED3DTS_WORLDMATRIX(168)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   },
    { /*426, WINED3DTS_WORLDMATRIX(170)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   },
    { /*427, WINED3DTS_WORLDMATRIX(171)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   },
    { /*428, WINED3DTS_WORLDMATRIX(172)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   },
    { /*429, WINED3DTS_WORLDMATRIX(173)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   },
    { /*430, WINED3DTS_WORLDMATRIX(174)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   },
    { /*431, WINED3DTS_WORLDMATRIX(175)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   },
    { /*432, WINED3DTS_WORLDMATRIX(176)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   },
    { /*433, WINED3DTS_WORLDMATRIX(177)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   },
    { /*434, WINED3DTS_WORLDMATRIX(178)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   },
    { /*435, WINED3DTS_WORLDMATRIX(179)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   },
    { /*436, WINED3DTS_WORLDMATRIX(180)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   },
    { /*437, WINED3DTS_WORLDMATRIX(181)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   },
    { /*438, WINED3DTS_WORLDMATRIX(182)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   },
    { /*439, WINED3DTS_WORLDMATRIX(183)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   },
    { /*440, WINED3DTS_WORLDMATRIX(184)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   },
    { /*441, WINED3DTS_WORLDMATRIX(185)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   },
    { /*441, WINED3DTS_WORLDMATRIX(186)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   },
    { /*443, WINED3DTS_WORLDMATRIX(187)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   },
    { /*444, WINED3DTS_WORLDMATRIX(188)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   },
    { /*445, WINED3DTS_WORLDMATRIX(189)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   },
    { /*446, WINED3DTS_WORLDMATRIX(190)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   },
    { /*447, WINED3DTS_WORLDMATRIX(191)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   },
    { /*448, WINED3DTS_WORLDMATRIX(192)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   },
    { /*449, WINED3DTS_WORLDMATRIX(193)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   },
    { /*450, WINED3DTS_WORLDMATRIX(194)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   },
    { /*451, WINED3DTS_WORLDMATRIX(195)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   },
    { /*452, WINED3DTS_WORLDMATRIX(196)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   },
    { /*453, WINED3DTS_WORLDMATRIX(197)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   },
    { /*454, WINED3DTS_WORLDMATRIX(198)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   },
    { /*455, WINED3DTS_WORLDMATRIX(199)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   },
    { /*356, WINED3DTS_WORLDMATRIX(200)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   },
    { /*457, WINED3DTS_WORLDMATRIX(201)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   },
    { /*458, WINED3DTS_WORLDMATRIX(202)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   },
    { /*459, WINED3DTS_WORLDMATRIX(203)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   },
    { /*460, WINED3DTS_WORLDMATRIX(204)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   },
    { /*461, WINED3DTS_WORLDMATRIX(205)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   },
    { /*462, WINED3DTS_WORLDMATRIX(206)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   },
    { /*463, WINED3DTS_WORLDMATRIX(207)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   },
    { /*464, WINED3DTS_WORLDMATRIX(208)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   },
    { /*465, WINED3DTS_WORLDMATRIX(209)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   },
    { /*466, WINED3DTS_WORLDMATRIX(210)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   },
    { /*467, WINED3DTS_WORLDMATRIX(211)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   },
    { /*468, WINED3DTS_WORLDMATRIX(212)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   },
    { /*469, WINED3DTS_WORLDMATRIX(213)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   },
    { /*470, WINED3DTS_WORLDMATRIX(214)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   },
    { /*471, WINED3DTS_WORLDMATRIX(215)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   },
    { /*472, WINED3DTS_WORLDMATRIX(216)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   },
    { /*473, WINED3DTS_WORLDMATRIX(217)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   },
    { /*474, WINED3DTS_WORLDMATRIX(218)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   },
    { /*475, WINED3DTS_WORLDMATRIX(219)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   },
    { /*476, WINED3DTS_WORLDMATRIX(220)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   },
    { /*477, WINED3DTS_WORLDMATRIX(221)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   },
    { /*478, WINED3DTS_WORLDMATRIX(222)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   },
    { /*479, WINED3DTS_WORLDMATRIX(223)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   },
    { /*480, WINED3DTS_WORLDMATRIX(224)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   },
    { /*481, WINED3DTS_WORLDMATRIX(225)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   },
    { /*482, WINED3DTS_WORLDMATRIX(226)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   },
    { /*483, WINED3DTS_WORLDMATRIX(227)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   },
    { /*484, WINED3DTS_WORLDMATRIX(228)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   },
    { /*485, WINED3DTS_WORLDMATRIX(229)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   },
    { /*486, WINED3DTS_WORLDMATRIX(230)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   },
    { /*487, WINED3DTS_WORLDMATRIX(231)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   },
    { /*488, WINED3DTS_WORLDMATRIX(232)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   },
    { /*489, WINED3DTS_WORLDMATRIX(233)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   },
    { /*490, WINED3DTS_WORLDMATRIX(234)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   },
    { /*491, WINED3DTS_WORLDMATRIX(235)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   },
    { /*492, WINED3DTS_WORLDMATRIX(236)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   },
    { /*493, WINED3DTS_WORLDMATRIX(237)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   },
    { /*494, WINED3DTS_WORLDMATRIX(238)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   },
    { /*495, WINED3DTS_WORLDMATRIX(239)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   },
    { /*496, WINED3DTS_WORLDMATRIX(240)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   },
    { /*497, WINED3DTS_WORLDMATRIX(241)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   },
    { /*498, WINED3DTS_WORLDMATRIX(242)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   },
    { /*499, WINED3DTS_WORLDMATRIX(243)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   },
    { /*500, WINED3DTS_WORLDMATRIX(244)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   },
    { /*501, WINED3DTS_WORLDMATRIX(245)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   },
    { /*502, WINED3DTS_WORLDMATRIX(246)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   },
    { /*503, WINED3DTS_WORLDMATRIX(247)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   },
    { /*504, WINED3DTS_WORLDMATRIX(248)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   },
    { /*505, WINED3DTS_WORLDMATRIX(249)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   },
    { /*506, WINED3DTS_WORLDMATRIX(250)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   },
    { /*507, WINED3DTS_WORLDMATRIX(251)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   },
    { /*508, WINED3DTS_WORLDMATRIX(252)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   },
    { /*509, WINED3DTS_WORLDMATRIX(253)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   },
    { /*510, WINED3DTS_WORLDMATRIX(254)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   },
    { /*511, WINED3DTS_WORLDMATRIX(255)             */      STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   },
4832 4833
      /* Various Vertex states follow */
    { /*   , STATE_STREAMSRC                        */      STATE_VDECL,                                        vertexdeclaration   },
4834
    { /*   , STATE_INDEXBUFFER                      */      STATE_INDEXBUFFER,                                  indexbuffer         },
4835 4836
    { /*   , STATE_VDECL                            */      STATE_VDECL,                                        vertexdeclaration   },
    { /*   , STATE_VSHADER                          */      STATE_VDECL,                                        vertexdeclaration   },
4837
    { /*   , STATE_VIEWPORT                         */      STATE_VIEWPORT,                                     viewport            },
4838 4839
    { /*   , STATE_VERTEXSHADERCONSTANT             */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
    { /*   , STATE_PIXELSHADERCONSTANT              */      STATE_VERTEXSHADERCONSTANT,                         shaderconstant      },
4840 4841 4842 4843 4844 4845 4846 4847 4848
      /* Lights */
    { /*   , STATE_ACTIVELIGHT(0)                   */      STATE_ACTIVELIGHT(0),                               light               },
    { /*   , STATE_ACTIVELIGHT(1)                   */      STATE_ACTIVELIGHT(1),                               light               },
    { /*   , STATE_ACTIVELIGHT(2)                   */      STATE_ACTIVELIGHT(2),                               light               },
    { /*   , STATE_ACTIVELIGHT(3)                   */      STATE_ACTIVELIGHT(3),                               light               },
    { /*   , STATE_ACTIVELIGHT(4)                   */      STATE_ACTIVELIGHT(4),                               light               },
    { /*   , STATE_ACTIVELIGHT(5)                   */      STATE_ACTIVELIGHT(5),                               light               },
    { /*   , STATE_ACTIVELIGHT(6)                   */      STATE_ACTIVELIGHT(6),                               light               },
    { /*   , STATE_ACTIVELIGHT(7)                   */      STATE_ACTIVELIGHT(7),                               light               },
4849

4850 4851 4852 4853 4854 4855 4856 4857 4858 4859 4860 4861 4862 4863 4864 4865 4866 4867 4868 4869 4870 4871 4872 4873 4874 4875 4876 4877 4878 4879 4880 4881 4882 4883
    { /* Scissor rect                               */      STATE_SCISSORRECT,                                  scissorrect         },
      /* Clip planes */
    { /* STATE_CLIPPLANE(0)                         */      STATE_CLIPPLANE(0),                                 clipplane           },
    { /* STATE_CLIPPLANE(1)                         */      STATE_CLIPPLANE(1),                                 clipplane           },
    { /* STATE_CLIPPLANE(2)                         */      STATE_CLIPPLANE(2),                                 clipplane           },
    { /* STATE_CLIPPLANE(3)                         */      STATE_CLIPPLANE(3),                                 clipplane           },
    { /* STATE_CLIPPLANE(4)                         */      STATE_CLIPPLANE(4),                                 clipplane           },
    { /* STATE_CLIPPLANE(5)                         */      STATE_CLIPPLANE(5),                                 clipplane           },
    { /* STATE_CLIPPLANE(6)                         */      STATE_CLIPPLANE(6),                                 clipplane           },
    { /* STATE_CLIPPLANE(7)                         */      STATE_CLIPPLANE(7),                                 clipplane           },
    { /* STATE_CLIPPLANE(8)                         */      STATE_CLIPPLANE(8),                                 clipplane           },
    { /* STATE_CLIPPLANE(9)                         */      STATE_CLIPPLANE(9),                                 clipplane           },
    { /* STATE_CLIPPLANE(10)                        */      STATE_CLIPPLANE(10),                                clipplane           },
    { /* STATE_CLIPPLANE(11)                        */      STATE_CLIPPLANE(11),                                clipplane           },
    { /* STATE_CLIPPLANE(12)                        */      STATE_CLIPPLANE(12),                                clipplane           },
    { /* STATE_CLIPPLANE(13)                        */      STATE_CLIPPLANE(13),                                clipplane           },
    { /* STATE_CLIPPLANE(14)                        */      STATE_CLIPPLANE(14),                                clipplane           },
    { /* STATE_CLIPPLANE(15)                        */      STATE_CLIPPLANE(15),                                clipplane           },
    { /* STATE_CLIPPLANE(16)                        */      STATE_CLIPPLANE(16),                                clipplane           },
    { /* STATE_CLIPPLANE(17)                        */      STATE_CLIPPLANE(17),                                clipplane           },
    { /* STATE_CLIPPLANE(18)                        */      STATE_CLIPPLANE(18),                                clipplane           },
    { /* STATE_CLIPPLANE(19)                        */      STATE_CLIPPLANE(19),                                clipplane           },
    { /* STATE_CLIPPLANE(20)                        */      STATE_CLIPPLANE(20),                                clipplane           },
    { /* STATE_CLIPPLANE(21)                        */      STATE_CLIPPLANE(21),                                clipplane           },
    { /* STATE_CLIPPLANE(22)                        */      STATE_CLIPPLANE(22),                                clipplane           },
    { /* STATE_CLIPPLANE(23)                        */      STATE_CLIPPLANE(23),                                clipplane           },
    { /* STATE_CLIPPLANE(24)                        */      STATE_CLIPPLANE(24),                                clipplane           },
    { /* STATE_CLIPPLANE(25)                        */      STATE_CLIPPLANE(25),                                clipplane           },
    { /* STATE_CLIPPLANE(26)                        */      STATE_CLIPPLANE(26),                                clipplane           },
    { /* STATE_CLIPPLANE(27)                        */      STATE_CLIPPLANE(27),                                clipplane           },
    { /* STATE_CLIPPLANE(28)                        */      STATE_CLIPPLANE(28),                                clipplane           },
    { /* STATE_CLIPPLANE(29)                        */      STATE_CLIPPLANE(29),                                clipplane           },
    { /* STATE_CLIPPLANE(30)                        */      STATE_CLIPPLANE(30),                                clipplane           },
    { /* STATE_CLIPPLANE(31)                        */      STATE_CLIPPLANE(31),                                clipplane           },
4884 4885

    { /* STATE_MATERIAL                             */      STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable},
4886
    { /* STATE_FRONTFACE                            */      STATE_FRONTFACE,                                    frontface           },
4887
};