| /* |
| * Direct3D state management |
| * |
| * 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 |
| * Copyright 2006-2007 Stefan Dösinger for CodeWeavers |
| * |
| * 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); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_shader); |
| |
| #define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info |
| |
| static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| /* 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); |
| } |
| } |
| |
| static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| /* 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); |
| } |
| |
| static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE]; |
| |
| switch(Value) { |
| case WINED3DFILL_POINT: |
| glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); |
| checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)"); |
| break; |
| case WINED3DFILL_WIREFRAME: |
| glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
| checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)"); |
| break; |
| case WINED3DFILL_SOLID: |
| 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); |
| } |
| } |
| |
| static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| BOOL transformed; |
| |
| /* Lighting is not enabled if transformed vertices are drawn |
| * but lighting does not affect the stream sources, so it is not grouped for performance reasons. |
| * This state reads the decoded vertex decl, so if it is dirty don't do anything. The |
| * vertex declaration appplying function calls this function for updating |
| */ |
| |
| if(isStateDirty(context, STATE_VDECL)) { |
| return; |
| } |
| |
| 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; |
| |
| if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) { |
| glEnable(GL_LIGHTING); |
| checkGLcall("glEnable GL_LIGHTING"); |
| } else { |
| glDisable(GL_LIGHTING); |
| checkGLcall("glDisable GL_LIGHTING"); |
| } |
| } |
| |
| static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| 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]); |
| } |
| } |
| |
| static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */ |
| |
| /* If we are culling "back faces with clockwise vertices" then |
| set front faces to be counter clockwise and enable culling |
| of back faces */ |
| 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"); |
| if (stateblock->wineD3DDevice->render_offscreen) { |
| glFrontFace(GL_CW); |
| checkGLcall("glFrontFace GL_CW"); |
| } else { |
| glFrontFace(GL_CCW); |
| checkGLcall("glFrontFace GL_CCW"); |
| } |
| glCullFace(GL_BACK); |
| break; |
| case WINED3DCULL_CCW: |
| glEnable(GL_CULL_FACE); |
| checkGLcall("glEnable GL_CULL_FACE"); |
| if (stateblock->wineD3DDevice->render_offscreen) { |
| glFrontFace(GL_CCW); |
| checkGLcall("glFrontFace GL_CCW"); |
| } else { |
| glFrontFace(GL_CW); |
| checkGLcall("glFrontFace GL_CW"); |
| } |
| glCullFace(GL_BACK); |
| break; |
| default: |
| FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]); |
| } |
| } |
| |
| static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| 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]); |
| } |
| } |
| |
| static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if (stateblock->renderState[WINED3DRS_DITHERENABLE]) { |
| glEnable(GL_DITHER); |
| checkGLcall("glEnable GL_DITHER"); |
| } else { |
| glDisable(GL_DITHER); |
| checkGLcall("glDisable GL_DITHER"); |
| } |
| } |
| |
| static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| /* 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)"); |
| } |
| } |
| |
| static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]); |
| |
| if(glParm) { |
| glDepthFunc(glParm); |
| checkGLcall("glDepthFunc"); |
| } |
| } |
| |
| static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| float col[4]; |
| D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col); |
| |
| TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]); |
| glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col); |
| checkGLcall("glLightModel for MODEL_AMBIENT"); |
| } |
| |
| static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| int srcBlend = GL_ZERO; |
| int dstBlend = GL_ZERO; |
| |
| /* 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] || |
| stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) { |
| glEnable(GL_BLEND); |
| checkGLcall("glEnable GL_BLEND"); |
| } else { |
| glDisable(GL_BLEND); |
| checkGLcall("glDisable GL_BLEND"); |
| /* Nothing more to do - get out */ |
| return; |
| }; |
| |
| 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_DESTALPHA : srcBlend = GL_DST_ALPHA; break; |
| case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_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; |
| |
| case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA; |
| dstBlend = GL_SRC_ALPHA; |
| break; |
| |
| case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; |
| dstBlend = GL_ONE_MINUS_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]); |
| } |
| |
| 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_DESTALPHA : dstBlend = GL_DST_ALPHA; break; |
| case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break; |
| case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break; |
| case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break; |
| case WINED3DBLEND_SRCALPHASAT : dstBlend = GL_SRC_ALPHA_SATURATE; break; |
| |
| case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA; |
| srcBlend = GL_SRC_ALPHA; |
| break; |
| |
| case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; |
| srcBlend = GL_ONE_MINUS_SRC_ALPHA; |
| break; |
| |
| case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break; |
| case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break; |
| default: |
| FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]); |
| } |
| |
| if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] || |
| stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) { |
| glEnable(GL_LINE_SMOOTH); |
| checkGLcall("glEnable(GL_LINE_SMOOTH)"); |
| if(srcBlend != GL_SRC_ALPHA) { |
| FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n"); |
| srcBlend = GL_SRC_ALPHA; |
| } |
| if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) { |
| FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n"); |
| dstBlend = GL_ONE_MINUS_SRC_ALPHA; |
| } |
| } else { |
| glDisable(GL_LINE_SMOOTH); |
| checkGLcall("glDisable(GL_LINE_SMOOTH)"); |
| } |
| |
| TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend); |
| glBlendFunc(srcBlend, dstBlend); |
| checkGLcall("glBlendFunc"); |
| } |
| |
| static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| float col[4]; |
| |
| TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]); |
| D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col); |
| glBlendColor (col[0],col[1],col[2],col[3]); |
| checkGLcall("glBlendColor"); |
| } |
| |
| static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| 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. |
| */ |
| if(stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) { |
| surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0]; |
| |
| if(surf->CKeyFlags & DDSD_CKSRCBLT) { |
| const PixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format); |
| /* 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; |
| } |
| } |
| } |
| |
| if(enable_ckey || context->last_was_ckey) { |
| StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context); |
| } |
| context->last_was_ckey = enable_ckey; |
| |
| 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"); |
| } |
| } |
| |
| static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD enable = 0xFFFFFFFF; |
| DWORD disable = 0x00000000; |
| |
| /* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting |
| * 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]; |
| } else { |
| disable = 0xffffffff; |
| enable = 0x00; |
| } |
| |
| 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; |
| } |
| } |
| |
| static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| int glParm = GL_FUNC_ADD; |
| |
| if(!GL_SUPPORT(EXT_BLEND_MINMAX)) { |
| WARN("Unsupported in local OpenGL implementation: glBlendEquation\n"); |
| return; |
| } |
| |
| switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) { |
| case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break; |
| case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break; |
| case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break; |
| case WINED3DBLENDOP_MIN : glParm = GL_MIN; break; |
| case WINED3DBLENDOP_MAX : glParm = GL_MAX; break; |
| default: |
| FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]); |
| } |
| |
| TRACE("glBlendEquation(%x)\n", glParm); |
| GL_EXTCALL(glBlendEquation(glParm)); |
| checkGLcall("glBlendEquation"); |
| } |
| |
| static void |
| state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| /* 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. |
| */ |
| |
| TRACE("Setting specular enable state\n"); |
| /* TODO: Add to the material setting functions */ |
| if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) { |
| glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular); |
| checkGLcall("glMaterialfv"); |
| 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()"); |
| } |
| } |
| } |
| |
| static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| unsigned int i; |
| |
| /* Note the texture color applies to all textures whereas |
| * GL_TEXTURE_ENV_COLOR applies to active only |
| */ |
| float col[4]; |
| D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col); |
| |
| 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"); |
| } |
| |
| glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]); |
| checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);"); |
| } |
| } else { |
| GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0])); |
| } |
| } |
| |
| static void |
| renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) { |
| #if 0 /* Don't use OpenGL 2.0 calls for now */ |
| if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) { |
| GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask)); |
| checkGLcall("glStencilFuncSeparate(...)"); |
| GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass)); |
| checkGLcall("glStencilOpSeparate(...)"); |
| } |
| else |
| #endif |
| if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) { |
| 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(...)"); |
| } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) { |
| GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask)); |
| checkGLcall("glStencilFuncSeparateATI(...)"); |
| GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass)); |
| checkGLcall("glStencilOpSeparateATI(...)"); |
| } else { |
| ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n"); |
| } |
| } |
| |
| static void |
| state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| 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; |
| |
| if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] ) |
| onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE]; |
| if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] ) |
| twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE]; |
| if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] ) |
| if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) ) |
| func = GL_ALWAYS; |
| if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] ) |
| if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) ) |
| func = GL_ALWAYS; |
| if( stateblock->set.renderState[WINED3DRS_STENCILREF] ) |
| ref = stateblock->renderState[WINED3DRS_STENCILREF]; |
| if( stateblock->set.renderState[WINED3DRS_STENCILMASK] ) |
| mask = stateblock->renderState[WINED3DRS_STENCILMASK]; |
| if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] ) |
| stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]); |
| if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] ) |
| depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]); |
| if( stateblock->set.renderState[WINED3DRS_STENCILPASS] ) |
| stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]); |
| if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] ) |
| stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]); |
| if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] ) |
| depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]); |
| if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] ) |
| stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]); |
| |
| 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", |
| onesided_enable, twosided_enable, ref, mask, |
| func, stencilFail, depthFail, stencilPass, |
| func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw); |
| |
| if (twosided_enable) { |
| renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass); |
| renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw); |
| } else { |
| if (onesided_enable) { |
| 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"); |
| } |
| } |
| } |
| |
| static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]); |
| checkGLcall("glStencilMask"); |
| } |
| |
| static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| /* TODO: Put this into the vertex type block once that is in the state table */ |
| BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE]; |
| 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"); |
| } |
| |
| tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART]; |
| fogstart = tmpvalue.f; |
| tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND]; |
| fogend = tmpvalue.f; |
| |
| /* Activate when vertex shaders are in the state table */ |
| if(stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function && |
| ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog) { |
| glFogi(GL_FOG_MODE, GL_LINEAR); |
| checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)"); |
| fogstart = 1.0; |
| fogend = 0.0; |
| context->last_was_foggy_shader = TRUE; |
| } |
| /* 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." |
| */ |
| else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) { |
| glHint(GL_FOG_HINT, GL_FASTEST); |
| checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)"); |
| context->last_was_foggy_shader = FALSE; |
| |
| switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) { |
| /* Processed vertices have their fog factor stored in the specular value. Fall too the none case. |
| * If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog |
| */ |
| case WINED3DFOG_EXP: { |
| if(!context->last_was_rhw) { |
| glFogi(GL_FOG_MODE, GL_EXP); |
| checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); |
| if(GL_SUPPORT(EXT_FOG_COORD)) { |
| glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); |
| checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); |
| } |
| break; |
| } |
| } |
| case WINED3DFOG_EXP2: { |
| if(!context->last_was_rhw) { |
| glFogi(GL_FOG_MODE, GL_EXP2); |
| checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); |
| if(GL_SUPPORT(EXT_FOG_COORD)) { |
| glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); |
| checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); |
| } |
| break; |
| } |
| } |
| case WINED3DFOG_LINEAR: { |
| if(!context->last_was_rhw) { |
| glFogi(GL_FOG_MODE, GL_LINEAR); |
| checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); |
| if(GL_SUPPORT(EXT_FOG_COORD)) { |
| glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); |
| checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); |
| } |
| break; |
| } |
| } |
| case WINED3DFOG_NONE: { |
| /* 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)) { |
| glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); |
| checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n"); |
| 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)"); |
| context->last_was_foggy_shader = FALSE; |
| |
| switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) { |
| case WINED3DFOG_EXP: |
| glFogi(GL_FOG_MODE, GL_EXP); |
| checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); |
| if(GL_SUPPORT(EXT_FOG_COORD)) { |
| glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); |
| checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); |
| } |
| break; |
| |
| case WINED3DFOG_EXP2: |
| glFogi(GL_FOG_MODE, GL_EXP2); |
| checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); |
| if(GL_SUPPORT(EXT_FOG_COORD)) { |
| glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); |
| checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); |
| } |
| break; |
| |
| case WINED3DFOG_LINEAR: |
| glFogi(GL_FOG_MODE, GL_LINEAR); |
| checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); |
| if(GL_SUPPORT(EXT_FOG_COORD)) { |
| glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); |
| checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); |
| } |
| break; |
| |
| case WINED3DFOG_NONE: /* Won't happen */ |
| default: |
| FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]); |
| } |
| } |
| |
| if(fogenable) { |
| glEnable(GL_FOG); |
| checkGLcall("glEnable GL_FOG"); |
| |
| glFogfv(GL_FOG_START, &fogstart); |
| checkGLcall("glFogf(GL_FOG_START, fogstart"); |
| TRACE("Fog Start == %f\n", fogstart); |
| |
| glFogfv(GL_FOG_END, &fogend); |
| checkGLcall("glFogf(GL_FOG_END, fogend"); |
| TRACE("Fog End == %f\n", fogend); |
| } else { |
| glDisable(GL_FOG); |
| checkGLcall("glDisable GL_FOG"); |
| } |
| |
| if (GL_SUPPORT(NV_FOG_DISTANCE)) { |
| glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV); |
| } |
| } |
| |
| static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| float col[4]; |
| D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col); |
| /* Set the default alpha blend color */ |
| glFogfv(GL_FOG_COLOR, &col[0]); |
| checkGLcall("glFog GL_FOG_COLOR"); |
| } |
| |
| static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| 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)"); |
| } |
| |
| /* TODO: Merge with primitive type + init_materials()!! */ |
| static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice; |
| GLenum Parm = 0; |
| WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse; |
| BOOL isDiffuseSupplied; |
| |
| /* Depends on the decoded vertex declaration to read the existence of diffuse data. |
| * The vertex declaration will call this function if the fixed function pipeline is used. |
| */ |
| |
| if(isStateDirty(context, STATE_VDECL)) { |
| return; |
| } |
| |
| isDiffuseSupplied = diffuse->lpData || diffuse->VBO; |
| |
| if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) { |
| 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]); |
| |
| if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) { |
| if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) { |
| Parm = GL_AMBIENT_AND_DIFFUSE; |
| } else { |
| Parm = GL_DIFFUSE; |
| } |
| } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) { |
| Parm = GL_AMBIENT; |
| } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) { |
| Parm = GL_EMISSION; |
| } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) { |
| Parm = GL_SPECULAR; |
| } |
| } |
| |
| /* Nothing changed, return. */ |
| if (Parm == context->tracking_parm) return; |
| |
| if(!Parm) { |
| glDisable(GL_COLOR_MATERIAL); |
| checkGLcall("glDisable GL_COLOR_MATERIAL"); |
| } else { |
| glColorMaterial(GL_FRONT_AND_BACK, Parm); |
| checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)"); |
| glEnable(GL_COLOR_MATERIAL); |
| checkGLcall("glEnable(GL_COLOR_MATERIAL)"); |
| } |
| |
| /* Apparently calls to glMaterialfv are ignored for properties we're |
| * tracking with glColorMaterial, so apply those here. */ |
| switch (context->tracking_parm) { |
| 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; |
| } |
| |
| context->tracking_parm = Parm; |
| } |
| |
| static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| 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);"); |
| } |
| } |
| |
| static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| 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);"); |
| } |
| } |
| |
| |
| static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]) { |
| glEnable(GL_NORMALIZE); |
| checkGLcall("glEnable(GL_NORMALIZE);"); |
| } else { |
| glDisable(GL_NORMALIZE); |
| checkGLcall("glDisable(GL_NORMALIZE);"); |
| } |
| } |
| |
| static void state_psize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| |
| /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */ |
| tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE]; |
| TRACE("Set point size to %f\n", tmpvalue.f); |
| glPointSize(tmpvalue.f); |
| checkGLcall("glPointSize(...);"); |
| } |
| |
| static void state_psizemin(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| |
| tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN]; |
| if(GL_SUPPORT(ARB_POINT_PARAMETERS)) { |
| GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f); |
| checkGLcall("glPointParameterfARB(..."); |
| } |
| else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) { |
| GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f); |
| checkGLcall("glPointParameterfEXT(...);"); |
| } else if(tmpvalue.f != 1.0) { |
| FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f); |
| } |
| } |
| |
| static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| |
| tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX]; |
| if(GL_SUPPORT(ARB_POINT_PARAMETERS)) { |
| GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f); |
| checkGLcall("glPointParameterfARB(..."); |
| } |
| else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) { |
| GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f); |
| checkGLcall("glPointParameterfEXT(...);"); |
| } else if(tmpvalue.f != 64.0) { |
| FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f); |
| } |
| } |
| |
| static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| /* 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. |
| * |
| * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp |
| */ |
| |
| /* Default values */ |
| GLfloat att[3] = {1.0f, 0.0f, 0.0f}; |
| |
| /* |
| * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f. |
| * This means that OpenGL will clamp really small point sizes to 1.0f. |
| * To correct for this we need to multiply by the scale factor when sizes |
| * are less than 1.0f. scale_factor = 1.0f / point_size. |
| */ |
| GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]); |
| if(pointSize > 0.0f) { |
| GLfloat scaleFactor; |
| |
| if(pointSize < 1.0f) { |
| scaleFactor = pointSize * pointSize; |
| } else { |
| scaleFactor = 1.0f; |
| } |
| |
| if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) { |
| att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) / |
| (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor); |
| att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) / |
| (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor); |
| att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) / |
| (stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor); |
| } |
| } |
| |
| if(GL_SUPPORT(ARB_POINT_PARAMETERS)) { |
| GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att); |
| checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ..."); |
| } |
| else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) { |
| GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att); |
| checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ..."); |
| } else { |
| TRACE("POINT_PARAMETERS not supported in this version of opengl\n"); |
| } |
| } |
| |
| static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE]; |
| |
| TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n", |
| 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); |
| 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]); |
| } |
| } |
| |
| static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| 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)"); |
| } |
| } |
| |
| static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_LASTPIXEL]) { |
| TRACE("Last Pixel Drawing Enabled\n"); |
| } else { |
| FIXME("Last Pixel Drawing Disabled, not handled yet\n"); |
| } |
| } |
| |
| static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| unsigned int i; |
| int val; |
| |
| /* TODO: NV_POINT_SPRITE */ |
| if (!GL_SUPPORT(ARB_POINT_SPRITE)) { |
| TRACE("Point sprites not supported\n"); |
| return; |
| } |
| |
| if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) { |
| val = GL_TRUE; |
| } else { |
| val = GL_FALSE; |
| } |
| |
| 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==1) { |
| FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n"); |
| break; |
| } |
| |
| glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, val); |
| checkGLcall((val?"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)": |
| "glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE)")); |
| } |
| } |
| |
| static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| /** |
| http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/ |
| http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp |
| http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp |
| Descussion that ways to turn on WRAPing to solve an opengl conversion problem. |
| 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] ) { |
| ERR("(WINED3DRS_WRAP0) Texture wraping not yet supported\n"); |
| } |
| } |
| |
| static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| 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]) { |
| ERR("Multisample antialiasing not supported by gl\n"); |
| } |
| } |
| } |
| |
| static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) { |
| glEnable(GL_SCISSOR_TEST); |
| checkGLcall("glEnable(GL_SCISSOR_TEST)"); |
| } else { |
| glDisable(GL_SCISSOR_TEST); |
| checkGLcall("glDisable(GL_SCISSOR_TEST)"); |
| } |
| } |
| |
| static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| 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)"); |
| } |
| } |
| |
| static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| 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)"); |
| } |
| } |
| |
| static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| TRACE("Stub\n"); |
| if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA]) |
| ERR(" Stippled Alpha not supported yet.\n"); |
| } |
| |
| static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| TRACE("Stub\n"); |
| if (stateblock->renderState[WINED3DRS_ANTIALIAS]) |
| ERR(" Antialias not supported yet.\n"); |
| } |
| |
| static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| TRACE("Stub\n"); |
| if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF) |
| ERR("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]); |
| } |
| |
| static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| TRACE("Stub\n"); |
| if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE) |
| ERR("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]); |
| } |
| |
| static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| tmpvalue.f = 1.0f; |
| |
| TRACE("Stub\n"); |
| if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d) |
| ERR("(WINED3DRS_PATCHSEGMENTS,%d) not yet implemented\n", tmpvalue.d); |
| } |
| |
| static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| TRACE("Stub\n"); |
| if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC) |
| ERR("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]); |
| } |
| |
| static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| TRACE("Stub\n"); |
| if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR) |
| ERR("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]); |
| } |
| |
| static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| TRACE("Stub\n"); |
| if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]) |
| FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]); |
| } |
| |
| |
| static void state_srgbwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE]) |
| ERR("Render state WINED3DRS_SRGBWRITEENABLE not yet implemented\n"); |
| } |
| |
| static void state_seperateblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| TRACE("Stub\n"); |
| if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) |
| FIXME("(WINED3DRS_SEPARATEALPHABLENDENABLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]); |
| } |
| |
| static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_WRAPU]) { |
| FIXME("Render state WINED3DRS_WRAPU not implemented yet\n"); |
| } |
| } |
| |
| static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_WRAPV]) { |
| FIXME("Render state WINED3DRS_WRAPV not implemented yet\n"); |
| } |
| } |
| |
| static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_MONOENABLE]) { |
| FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n"); |
| } |
| } |
| |
| static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_ROP2]) { |
| FIXME("Render state WINED3DRS_ROP2 not implemented yet\n"); |
| } |
| } |
| |
| static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_PLANEMASK]) { |
| FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n"); |
| } |
| } |
| |
| static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_SUBPIXEL]) { |
| FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n"); |
| } |
| } |
| |
| static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_SUBPIXELX]) { |
| FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n"); |
| } |
| } |
| |
| static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) { |
| FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n"); |
| } |
| } |
| |
| static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) { |
| FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n"); |
| } |
| } |
| |
| static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) { |
| FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n"); |
| } |
| } |
| |
| static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_ANISOTROPY]) { |
| FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n"); |
| } |
| } |
| |
| static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) { |
| FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n"); |
| } |
| } |
| |
| static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) { |
| FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n"); |
| } |
| } |
| |
| static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_EXTENTS]) { |
| FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n"); |
| } |
| } |
| |
| static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) { |
| FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n"); |
| } |
| } |
| |
| /* Activates the texture dimension according to the bound D3D texture. |
| * Does not care for the colorop or correct gl texture unit(when using nvrc) |
| * Requires the caller to activate the correct unit before |
| */ |
| static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock) { |
| if(stateblock->textures[stage]) { |
| glDisable(GL_TEXTURE_1D); |
| checkGLcall("glDisable(GL_TEXTURE_1D)"); |
| switch(stateblock->textureDimensions[stage]) { |
| case GL_TEXTURE_2D: |
| glDisable(GL_TEXTURE_3D); |
| checkGLcall("glDisable(GL_TEXTURE_3D)"); |
| glDisable(GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); |
| glEnable(GL_TEXTURE_2D); |
| checkGLcall("glEnable(GL_TEXTURE_2D)"); |
| break; |
| case GL_TEXTURE_3D: |
| glDisable(GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); |
| glDisable(GL_TEXTURE_2D); |
| checkGLcall("glDisable(GL_TEXTURE_2D)"); |
| glEnable(GL_TEXTURE_3D); |
| checkGLcall("glEnable(GL_TEXTURE_3D)"); |
| break; |
| case GL_TEXTURE_CUBE_MAP_ARB: |
| glDisable(GL_TEXTURE_2D); |
| checkGLcall("glDisable(GL_TEXTURE_2D)"); |
| glDisable(GL_TEXTURE_3D); |
| checkGLcall("glDisable(GL_TEXTURE_3D)"); |
| glEnable(GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)"); |
| break; |
| } |
| } else { |
| glDisable(GL_TEXTURE_2D); |
| checkGLcall("glDisable(GL_TEXTURE_2D)"); |
| glDisable(GL_TEXTURE_3D); |
| checkGLcall("glDisable(GL_TEXTURE_3D)"); |
| glDisable(GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); |
| glEnable(GL_TEXTURE_1D); |
| checkGLcall("glEnable(GL_TEXTURE_1D)"); |
| /* Binding textures is done by samplers. A dummy texture will be bound */ |
| } |
| } |
| |
| static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; |
| DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage]; |
| |
| 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; |
| } |
| |
| 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)) { |
| if (mapped_stage >= GL_LIMITS(sampler_stages)) { |
| if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE && |
| stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) { |
| FIXME("Attempt to enable unsupported stage!\n"); |
| } |
| return; |
| } |
| 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"); |
| 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"); |
| if (mapped_stage != -1) { |
| /* Disable everything here */ |
| glDisable(GL_TEXTURE_1D); |
| checkGLcall("glDisable(GL_TEXTURE_1D)"); |
| glDisable(GL_TEXTURE_2D); |
| checkGLcall("glDisable(GL_TEXTURE_2D)"); |
| glDisable(GL_TEXTURE_3D); |
| checkGLcall("glDisable(GL_TEXTURE_3D)"); |
| glDisable(GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); |
| } |
| /* All done */ |
| return; |
| } |
| |
| /* The sampler will also activate the correct texture dimensions, so no need to do it here |
| * if the sampler for this stage is dirty |
| */ |
| if(!isStateDirty(context, STATE_SAMPLER(stage))) { |
| if (mapped_stage != -1) activate_dimensions(stage, stateblock); |
| } |
| |
| /* 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], |
| mapped_stage); |
| } 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]); |
| } |
| } |
| |
| static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; |
| DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage]; |
| DWORD op, arg1, arg2, arg0; |
| |
| TRACE("Setting alpha op for stage %d\n", stage); |
| /* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */ |
| if (mapped_stage != -1) { |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) { |
| if (stage >= GL_LIMITS(sampler_stages)) { |
| if (stateblock->textureState[stage][WINED3DTSS_COLOROP] != WINED3DTOP_DISABLE && |
| stateblock->textureState[stage][WINED3DTSS_COLOROP] != 0) { |
| FIXME("Attempt to enable unsupported stage!\n"); |
| } |
| return; |
| } |
| 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"); |
| return; |
| } |
| } |
| |
| 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 && |
| stateblock->textures[0] && stateblock->textureDimensions[0] == GL_TEXTURE_2D) { |
| IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0]; |
| |
| if(surf->CKeyFlags & DDSD_CKSRCBLT && |
| getFormatDescEntry(surf->resource.format)->alphaMask == 0x00000000) { |
| |
| /* 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 |
| * on color keyed surfaces. |
| * |
| * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing |
| */ |
| if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1; |
| if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE; |
| else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE; |
| } |
| } |
| |
| TRACE("Setting alpha op for stage %d\n", stage); |
| if (GL_SUPPORT(NV_REGISTER_COMBINERS)) { |
| set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage, |
| op, arg1, arg2, arg0, |
| mapped_stage); |
| } else { |
| set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage, |
| op, arg1, arg2, arg0); |
| } |
| } |
| |
| static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0); |
| |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) { |
| if(texUnit >= GL_LIMITS(sampler_stages)) { |
| return; |
| } |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[texUnit])); |
| checkGLcall("glActiveTextureARB"); |
| } else if (texUnit > 0) { |
| /* We can't do anything here */ |
| WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n"); |
| return; |
| } |
| |
| set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0], |
| stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], |
| (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU); |
| |
| } |
| |
| static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd); |
| |
| static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; |
| 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; |
| } |
| |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) { |
| if(stage >= GL_LIMITS(sampler_stages)) { |
| return; |
| } |
| 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"); |
| 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); |
| checkGLcall("glEnable(GL_TEXTURE_GEN_S);"); |
| 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); |
| checkGLcall("glEnable(GL_TEXTURE_GEN_T);"); |
| 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); |
| checkGLcall("glEnable(GL_TEXTURE_GEN_R);"); |
| 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); |
| checkGLcall("glEnable(GL_TEXTURE_GEN_S);"); |
| 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); |
| checkGLcall("glEnable(GL_TEXTURE_GEN_T);"); |
| 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); |
| checkGLcall("glEnable(GL_TEXTURE_GEN_R);"); |
| 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); |
| checkGLcall("glEnable(GL_TEXTURE_GEN_S);"); |
| 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); |
| checkGLcall("glEnable(GL_TEXTURE_GEN_T);"); |
| 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); |
| checkGLcall("glEnable(GL_TEXTURE_GEN_R);"); |
| 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; |
| } |
| |
| /* Update the texture matrix */ |
| if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) { |
| transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context); |
| } |
| |
| if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) { |
| /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input |
| * source. Call loadVertexData directly because there is no need to reparse the vertex declaration |
| * and do all the things linked to it |
| * TODO: Tidy that up to reload only the arrays of the changed unit |
| */ |
| loadVertexData(stateblock, &stateblock->wineD3DDevice->strided_streams); |
| } |
| } |
| |
| static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| |
| tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]; |
| if(tmpvalue.f != 0.0) { |
| ERR("WINED3DTSS_BUMPENVLSCALE not supported yet\n"); |
| } |
| } |
| |
| static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| |
| tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]; |
| if(tmpvalue.f != 0.0) { |
| ERR("WINED3DTSS_BUMPENVLOFFSET not supported yet\n"); |
| } |
| } |
| |
| static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; |
| |
| if(stage >= GL_LIMITS(texture_stages)) { |
| return; |
| } |
| |
| if(stateblock->textureState[stage][WINED3DTSS_RESULTARG] != WINED3DTA_CURRENT) { |
| ERR("WINED3DTSS_RESULTARG not supported yet\n"); |
| } |
| } |
| |
| static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD sampler = state - STATE_SAMPLER(0); |
| DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler]; |
| union { |
| float f; |
| DWORD d; |
| } tmpvalue; |
| |
| 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 |
| */ |
| |
| if (mapped_stage == -1) { |
| TRACE("No sampler mapped to stage %d. Returning.\n", sampler); |
| return; |
| } |
| |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) { |
| if(sampler >= GL_LIMITS(sampler_stages)) { |
| return; |
| } |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage)); |
| 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]) { |
| BOOL texIsPow2 = FALSE; |
| |
| /* 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 |
| */ |
| if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) { |
| if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D) { |
| if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 || |
| ((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) { |
| texIsPow2 = TRUE; |
| } |
| } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) { |
| if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->pow2scalingFactor != 1.0) { |
| texIsPow2 = TRUE; |
| } |
| } |
| |
| if(texIsPow2 || context->lastWasPow2Texture[sampler]) { |
| transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context); |
| context->lastWasPow2Texture[sampler] = texIsPow2; |
| } |
| } |
| |
| IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]); |
| IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]); |
| |
| 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); |
| checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ..."); |
| } |
| |
| 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) { |
| if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) { |
| activate_dimensions(sampler, stateblock); |
| } |
| |
| 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); |
| } |
| } |
| } else if(sampler < GL_LIMITS(texture_stages)) { |
| if(sampler < stateblock->lowest_disabled_stage) { |
| /* TODO: What should I do with pixel shaders here ??? */ |
| if(!isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) { |
| activate_dimensions(sampler, stateblock); |
| } |
| } /* Otherwise tex_colorop disables the stage */ |
| glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler]); |
| checkGLcall("glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler])"); |
| } |
| } |
| |
| 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, |
| stateblock->pixelShader && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function, |
| stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function); |
| } |
| |
| static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| BOOL use_ps = stateblock->pixelShader && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function != NULL; |
| BOOL use_vs = stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL; |
| int i; |
| |
| if (use_ps) { |
| if(!context->last_was_pshader) { |
| /* Former draw without a pixel shader, some samplers |
| * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE |
| * make sure to enable them |
| */ |
| for(i=0; i < MAX_SAMPLERS; i++) { |
| if(!isStateDirty(context, STATE_SAMPLER(i))) { |
| sampler(STATE_SAMPLER(i), stateblock, context); |
| } |
| } |
| } 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++) { |
| if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) { |
| tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context); |
| } |
| } |
| } |
| |
| if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) { |
| stateblock->wineD3DDevice->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_ps, use_vs); |
| |
| if(!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vs || use_ps)) { |
| shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context); |
| } |
| } |
| |
| context->last_was_pshader = use_ps; |
| } |
| |
| static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; |
| |
| if(stateblock->pixelShader && stage != 0 && |
| ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) { |
| /* 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); |
| } |
| } |
| } |
| |
| static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| /* 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 |
| * and untrannsformed draws. It *may* happen that the world matrix is set 2 times during one |
| * draw, but that should be rather rare and cheaper in total. |
| */ |
| glMatrixMode(GL_MODELVIEW); |
| checkGLcall("glMatrixMode"); |
| |
| if(context->last_was_rhw) { |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity()"); |
| } else { |
| /* In the general case, the view matrix is the identity matrix */ |
| if (stateblock->wineD3DDevice->view_ident) { |
| glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| } else { |
| glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]); |
| checkGLcall("glMultMatrixf"); |
| } |
| } |
| } |
| |
| static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| 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 |
| */ |
| |
| PLIGHTINFOEL *light = NULL; |
| |
| glMatrixMode(GL_MODELVIEW); |
| checkGLcall("glMatrixMode(GL_MODELVIEW)"); |
| glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]); |
| checkGLcall("glLoadMatrixf(...)"); |
| |
| /* Reset lights. TODO: Call light apply func */ |
| for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) { |
| light = stateblock->activeLights[k]; |
| if(!light) continue; |
| glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn); |
| checkGLcall("glLightfv posn"); |
| glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn); |
| checkGLcall("glLightfv dirn"); |
| } |
| |
| /* Reset Clipping Planes if clipping is enabled. TODO: Call clipplane apply func */ |
| for (k = 0; k < GL_LIMITS(clipplanes); k++) { |
| glClipPlane(GL_CLIP_PLANE0 + k, stateblock->clipplane[k]); |
| checkGLcall("glClipPlane"); |
| } |
| |
| if(context->last_was_rhw) { |
| 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. |
| */ |
| if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) { |
| transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context); |
| } |
| } |
| |
| static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| WARN("World matrix 1 - 255 not supported yet\n"); |
| } |
| |
| static const GLfloat invymat[16] = { |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, -1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 1.0f}; |
| |
| static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| glMatrixMode(GL_PROJECTION); |
| checkGLcall("glMatrixMode(GL_PROJECTION)"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity"); |
| |
| if(context->last_was_rhw) { |
| 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 |
| * the Z coordinate does not affect the size of the primitives |
| */ |
| TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ); |
| glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ); |
| } 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); |
| glOrtho(X, X + width, Y + height, Y, 1.0, -1.0); |
| } |
| checkGLcall("glOrtho"); |
| |
| /* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */ |
| glTranslatef(0.375, 0.375, 0); |
| checkGLcall("glTranslatef(0.375, 0.375, 0)"); |
| /* D3D texture coordinates are flipped compared to OpenGL ones, so |
| * render everything upside down when rendering offscreen. */ |
| if (stateblock->wineD3DDevice->render_offscreen) { |
| glMultMatrixf(invymat); |
| checkGLcall("glMultMatrixf(invymat)"); |
| } |
| } 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) |
| instead. */ |
| glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0); |
| checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)"); |
| |
| /* D3D texture coordinates are flipped compared to OpenGL ones, so |
| * render everything upside down when rendering offscreen. */ |
| if (stateblock->wineD3DDevice->render_offscreen) { |
| glMultMatrixf(invymat); |
| checkGLcall("glMultMatrixf(invymat)"); |
| } |
| glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| } |
| } |
| |
| /* 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) { |
| int texture_idx; |
| |
| glDisableClientState(GL_VERTEX_ARRAY); |
| glDisableClientState(GL_NORMAL_ARRAY); |
| glDisableClientState(GL_COLOR_ARRAY); |
| if (GL_SUPPORT(EXT_SECONDARY_COLOR)) { |
| glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT); |
| } |
| for (texture_idx = 0; texture_idx < GL_LIMITS(textures); ++texture_idx) { |
| GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx)); |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| } |
| } |
| |
| /* 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) */ |
| GLint maxAttribs; |
| 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)); |
| checkGLcall("glDisableVertexAttribArrayARB(reg);"); |
| } |
| } |
| |
| static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) { |
| GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0; |
| int i; |
| UINT *offset = stateblock->streamOffset; |
| |
| /* Default to no instancing */ |
| stateblock->wineD3DDevice->instancedDraw = FALSE; |
| |
| for (i = 0; i < MAX_ATTRIBS; i++) { |
| |
| if (!strided->u.input[i].lpData && !strided->u.input[i].VBO) |
| continue; |
| |
| /* Do not load instance data. It will be specified using glTexCoord by drawprim */ |
| if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) { |
| GL_EXTCALL(glDisableVertexAttribArrayARB(i)); |
| stateblock->wineD3DDevice->instancedDraw = TRUE; |
| continue; |
| } |
| |
| TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO); |
| |
| 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; |
| } |
| 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]) ); |
| 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) { |
| IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo]; |
| 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"); |
| /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */ |
| break; |
| case WINED3DDECLTYPE_DEC3N: |
| FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n"); |
| /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */ |
| 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; |
| |
| } |
| } |
| } |
| } |
| |
| /* Used from 2 different functions, and too big to justify making it inlined */ |
| static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) { |
| unsigned int textureNo = 0; |
| unsigned int texture_idx = 0; |
| UINT *offset = stateblock->streamOffset; |
| GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0; |
| |
| TRACE("Using fast vertex array code\n"); |
| |
| /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */ |
| stateblock->wineD3DDevice->instancedDraw = FALSE; |
| |
| /* 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)) { |
| |
| #if 1 |
| glEnableClientState(GL_WEIGHT_ARRAY_ARB); |
| checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)"); |
| #endif |
| |
| TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType), |
| sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]); |
| /* FIXME("TODO\n");*/ |
| /* Note dwType == float3 or float4 == 2 or 3 */ |
| |
| #if 0 |
| /* with this on, the normals appear to be being modified, |
| but the vertices aren't being translated as they should be |
| Maybe the world matrix aren't being setup properly? */ |
| glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1); |
| #endif |
| |
| |
| VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n", |
| WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) , |
| sd->u.s.blendWeights.dwStride, |
| sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo])); |
| |
| 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, |
| sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]); |
| |
| 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, |
| sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride); |
| checkGLcall("glVertexWeightPointerEXT(numBlends, ...)"); |
| glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT); |
| checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)"); |
| #endif |
| |
| } else { |
| /* 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"); |
| } |
| } else { |
| if (GL_SUPPORT(ARB_VERTEX_BLEND)) { |
| #if 0 /* TODO: Vertex blending */ |
| glDisable(GL_VERTEX_BLEND_ARB); |
| #endif |
| TRACE("ARB_VERTEX_BLEND\n"); |
| } else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) { |
| TRACE(" EXT_VERTEX_WEIGHTING\n"); |
| glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT); |
| checkGLcall("glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)"); |
| |
| } |
| } |
| |
| #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, |
| sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride); |
| } 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, |
| sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride); |
| } 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, |
| sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride); |
| } 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. |
| This may result in very slightly distored textures in rhw mode, but |
| a very minimal different. There's always the other option of |
| fixing the view matrix to prevent w from having any effect |
| |
| 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), |
| sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]); |
| } else { |
| glVertexPointer( |
| WINED3D_ATR_SIZE(sd->u.s.position.dwType), |
| WINED3D_ATR_GLTYPE(sd->u.s.position.dwType), |
| sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]); |
| } |
| checkGLcall("glVertexPointer(...)"); |
| glEnableClientState(GL_VERTEX_ARRAY); |
| checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)"); |
| |
| } else { |
| glDisableClientState(GL_VERTEX_ARRAY); |
| checkGLcall("glDisableClientState(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, |
| sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]); |
| checkGLcall("glNormalPointer(...)"); |
| glEnableClientState(GL_NORMAL_ARRAY); |
| checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)"); |
| |
| } else { |
| glDisableClientState(GL_NORMAL_ARRAY); |
| checkGLcall("glDisableClientState(GL_NORMAL_ARRAY)"); |
| glNormal3f(0, 0, 1); |
| checkGLcall("glNormal3f(0, 0, 1)"); |
| } |
| |
| /* 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. */ |
| /* currently fixupVertices swizels the format, but this isn't */ |
| /* very practical when using VBOS */ |
| /* NOTE: Unless we write a vertex shader to swizel the colour */ |
| /* , 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; |
| } |
| glColorPointer(4, GL_UNSIGNED_BYTE, |
| sd->u.s.diffuse.dwStride, |
| sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]); |
| checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)"); |
| glEnableClientState(GL_COLOR_ARRAY); |
| checkGLcall("glEnableClientState(GL_COLOR_ARRAY)"); |
| |
| } else { |
| glDisableClientState(GL_COLOR_ARRAY); |
| checkGLcall("glDisableClientState(GL_COLOR_ARRAY)"); |
| 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; |
| } |
| GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, |
| sd->u.s.specular.dwStride, |
| sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]); |
| 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)) { |
| |
| glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT); |
| checkGLcall("glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)"); |
| 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 -------------------------------------------*/ |
| |
| for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) { |
| /* 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"); |
| continue; |
| } |
| |
| if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || stateblock->textures[textureNo]*/ TRUE) { |
| /* Select the correct texture stage */ |
| GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx)); |
| } |
| |
| if (stateblock->textures[textureNo] != NULL) { |
| int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX]; |
| |
| if (coordIdx >= MAX_TEXTURES) { |
| VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo)); |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1)); |
| |
| } else if (sd->u.s.texCoords[coordIdx].lpData == NULL && sd->u.s.texCoords[coordIdx].VBO == 0) { |
| VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n")); |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1)); |
| |
| } else { |
| TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n", |
| textureNo, texture_idx, 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; |
| } |
| /* 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 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) { |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1)); |
| } |
| if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || stateblock->textures[textureNo]*/ TRUE) ++texture_idx; |
| } |
| if (GL_SUPPORT(NV_REGISTER_COMBINERS)) { |
| for (textureNo = texture_idx; textureNo < GL_LIMITS(textures); ++textureNo) { |
| GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo)); |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1)); |
| } |
| } |
| } |
| |
| inline void drawPrimitiveTraceDataLocations( |
| 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; |
| } |
| |
| /* Helper for vertexdeclaration() */ |
| static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction, WineD3DContext *context) { |
| IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; |
| BOOL fixup = FALSE; |
| WineDirect3DVertexStridedData *dataLocations = &device->strided_streams; |
| |
| if(device->up_strided) { |
| /* Note: this is a ddraw fixed-function code path */ |
| TRACE("================ Strided Input ===================\n"); |
| memcpy(dataLocations, device->up_strided, sizeof(*dataLocations)); |
| |
| if(TRACE_ON(d3d)) { |
| drawPrimitiveTraceDataLocations(dataLocations); |
| } |
| } else if (stateblock->vertexDecl || stateblock->vertexShader) { |
| /* 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"); |
| memset(dataLocations, 0, sizeof(*dataLocations)); |
| |
| if (stateblock->vertexDecl) { |
| primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device, useVertexShaderFunction, |
| dataLocations, &fixup); |
| } |
| } else { |
| /* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion) |
| * It is reachable through d3d8, but only for fixed-function. |
| * It will not work properly for shaders. |
| */ |
| TRACE("================ FVF ===================\n"); |
| memset(dataLocations, 0, sizeof(*dataLocations)); |
| primitiveConvertToStridedData((IWineD3DDevice *) device, dataLocations, &fixup); |
| if(TRACE_ON(d3d)) { |
| drawPrimitiveTraceDataLocations(dataLocations); |
| } |
| } |
| |
| /* Unload the old arrays before loading the new ones to get old junk out */ |
| if(context->numberedArraysLoaded) { |
| unloadNumberedArrays(stateblock); |
| context->numberedArraysLoaded = FALSE; |
| } |
| if(context->namedArraysLoaded) { |
| unloadVertexData(stateblock); |
| context->namedArraysLoaded = FALSE; |
| } |
| |
| if(useVertexShaderFunction) { |
| TRACE("Loading numbered arrays\n"); |
| loadNumberedArrays(stateblock, dataLocations); |
| device->useDrawStridedSlow = FALSE; |
| context->numberedArraysLoaded = TRUE; |
| } 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; |
| context->namedArraysLoaded = TRUE; |
| } else { |
| TRACE("Not loading vertex data\n"); |
| device->useDrawStridedSlow = TRUE; |
| } |
| |
| /* 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 && |
| stateblock->renderState[WINED3DRS_VERTEXBLEND] && |
| (BUFFER_OR_DATA(blendMatrixIndices) || BUFFER_OR_DATA(blendWeights))) { |
| FIXME("Vertex Blending is not implemented yet %p %p\n",dataLocations->u.s.blendWeights.lpData,dataLocations->u.s.blendWeights.lpData); |
| /* TODO: Implement it using GL_ARB_vertex_blend or software emulation in drawStridedSlow */ |
| } |
| 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 |
| } |
| |
| static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| BOOL useVertexShaderFunction = FALSE, updateFog = FALSE; |
| BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader |
| && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function; |
| BOOL transformed; |
| /* Some stuff is in the device until we have per context tracking */ |
| IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; |
| BOOL wasrhw = context->last_was_rhw; |
| |
| /* 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; |
| |
| if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog != context->last_was_foggy_shader) { |
| updateFog = TRUE; |
| } |
| } else if(context->last_was_foggy_shader) { |
| updateFog = TRUE; |
| } |
| |
| handleStreams(stateblock, useVertexShaderFunction, context); |
| |
| /* Do I have to use ? TRUE : FALSE ? Or can I rely on 15==15 being equal to TRUE(=1)? */ |
| transformed = ((device->strided_streams.u.s.position.lpData != NULL || |
| device->strided_streams.u.s.position.VBO != 0) && |
| device->strided_streams.u.s.position_transformed) ? TRUE : FALSE; |
| |
| if(transformed != context->last_was_rhw && !useVertexShaderFunction) { |
| updateFog = TRUE; |
| } |
| |
| /* Reapply lighting if it is not sheduled for reapplication already */ |
| if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) { |
| state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context); |
| } |
| |
| if (!useVertexShaderFunction && transformed) { |
| context->last_was_rhw = TRUE; |
| } else { |
| |
| /* Untransformed, so relies on the view and projection matrices */ |
| context->last_was_rhw = FALSE; |
| /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/ |
| device->untransformed = TRUE; |
| |
| /* 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 |
| */ |
| |
| /* This sets the shader output position correction constants. |
| * TODO: Move to the viewport state |
| */ |
| if (useVertexShaderFunction) { |
| device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0; |
| } |
| } |
| |
| /* 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 |
| */ |
| if(!useVertexShaderFunction) { |
| /* TODO: Move this mainly to the viewport state and only apply when the vp has changed |
| * or transformed / untransformed was switched |
| */ |
| if(wasrhw != context->last_was_rhw && |
| !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) && |
| !isStateDirty(context, STATE_VIEWPORT)) { |
| transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context); |
| } |
| /* 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 && |
| !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) && |
| !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) { |
| transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context); |
| } |
| |
| if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) { |
| state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context); |
| } |
| } 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); |
| } |
| |
| /* 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); |
| |
| if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) { |
| shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context); |
| } |
| } |
| |
| context->last_was_vshader = useVertexShaderFunction; |
| |
| if(updateFog) { |
| state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context); |
| } |
| } |
| |
| static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ); |
| checkGLcall("glDepthRange"); |
| /* Note: GL requires lower left, DirectX supplies upper left */ |
| /* TODO: replace usage of renderTarget with context management */ |
| glViewport(stateblock->viewport.X, |
| (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)), |
| stateblock->viewport.Width, stateblock->viewport.Height); |
| |
| checkGLcall("glViewport"); |
| |
| stateblock->wineD3DDevice->posFixup[2] = 0.9 / stateblock->viewport.Width; |
| stateblock->wineD3DDevice->posFixup[3] = -0.9 / stateblock->viewport.Height; |
| if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) { |
| transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context); |
| } |
| |
| } |
| |
| 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(); |
| glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]); |
| |
| /* 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"); |
| |
| /* 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 ((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) */ |
| } |
| |
| if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2; |
| glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att); |
| checkGLcall("glLightf"); |
| |
| 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"); |
| /* 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"); |
| /* 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; |
| } |
| |
| static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) stateblock->wineD3DDevice->swapchains[0]; |
| RECT *pRect = &stateblock->scissorRect; |
| RECT windowRect; |
| UINT winHeight; |
| |
| GetClientRect(swapchain->win_handle, &windowRect); |
| /* 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 |
| */ |
| winHeight = windowRect.bottom - windowRect.top; |
| TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight, |
| pRect->right - pRect->left, pRect->bottom - pRect->top); |
| glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top); |
| checkGLcall("glScissor"); |
| } |
| |
| 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)); |
| } |
| } |
| } |
| |
| const struct StateEntry StateTable[] = |
| { |
| /* State name representative, apply function */ |
| { /* 0, Undefined */ 0, state_undefined }, |
| { /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined }, |
| { /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, |
| { /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined }, |
| { /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, |
| { /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, |
| { /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, |
| { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, |
| { /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, |
| { /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, |
| { /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, |
| { /* 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 }, |
| { /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, |
| { /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, |
| { /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, |
| { /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined }, |
| { /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined }, |
| { /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, |
| { /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, |
| { /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined }, |
| { /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, |
| { /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, |
| { /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, |
| { /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, |
| { /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, |
| { /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, |
| { /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, |
| { /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, |
| { /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl }, |
| { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, |
| { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, |
| { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, |
| { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, |
| { /* 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 }, |
| { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, |
| { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, |
| { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, |
| { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, |
| { /* 42, undefined */ 0, state_undefined }, |
| { /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, |
| { /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined }, |
| { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined }, |
| { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, |
| { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, |
| { /* 48, WINED3DRS_RANGEFOGENABLE */ 0, state_nogl }, |
| { /* 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 }, |
| { /* 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 }, |
| { /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, |
| { /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, |
| { /* 61, Undefined */ 0, state_undefined }, |
| { /* 62, Undefined */ 0, state_undefined }, |
| { /* 63, Undefined */ 0, state_undefined }, |
| { /* 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 }, |
| { /* 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 */ |
| { /*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 }, |
| { /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, |
| { /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, |
| { /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, |
| { /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, |
| { /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, |
| { /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, |
| { /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, |
| { /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, |
| { /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, |
| { /*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 }, |
| { /*149, Undefined */ 0, state_undefined }, |
| { /*150, Undefined */ 0, state_undefined }, |
| { /*151, WINED3DRS_VERTEXBLEND */ 0, state_nogl }, |
| { /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, |
| { /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl }, |
| { /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize }, |
| { /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin }, |
| { /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, |
| { /*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 }, |
| { /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa }, |
| { /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, |
| { /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, |
| { /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, |
| { /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_nogl }, |
| { /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax }, |
| { /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ 0, state_nogl }, |
| { /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, |
| { /*169, Undefined */ 0, state_undefined }, |
| { /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl }, |
| { /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, |
| { /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, |
| { /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, |
| /*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */ |
| /*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */ |
| { /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, |
| { /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, |
| { /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, |
| { /*177, undefined */ 0, state_undefined }, |
| { /*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 }, |
| { /*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 }, |
| { /*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 }, |
| { /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, |
| { /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), state_srgbwrite }, |
| { /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, |
| { /*196, undefined */ 0, state_undefined }, |
| { /*197, undefined */ 0, state_undefined }, |
| { /*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 }, |
| { /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend }, |
| { /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend }, |
| { /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend }, |
| { /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_seperateblend }, |
| /* Texture stage states */ |
| { /*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 }, |
| { /*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 }, |
| { /*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 }, |
| { /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, |
| { /*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 }, |
| { /*0, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, |
| { /*0, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, |
| { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture }, |
| { /*0, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined }, |
| { /*0, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, |
| { /*0, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, |
| { /*0, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), tex_resultarg }, |
| { /*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 }, |
| { /*0, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, |
| |
| { /*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 }, |
| { /*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 }, |
| { /*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 }, |
| { /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, |
| { /*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 }, |
| { /*1, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, |
| { /*1, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, |
| { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture }, |
| { /*1, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined }, |
| { /*1, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, |
| { /*1, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, |
| { /*1, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), tex_resultarg }, |
| { /*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 }, |
| { /*1, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, |
| |
| { /*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 }, |
| { /*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 }, |
| { /*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 }, |
| { /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, |
| { /*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 }, |
| { /*2, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, |
| { /*2, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, |
| { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture }, |
| { /*2, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined }, |
| { /*2, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, |
| { /*2, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, |
| { /*2, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), tex_resultarg }, |
| { /*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 }, |
| { /*2, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, |
| |
| { /*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 }, |
| { /*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 }, |
| { /*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 }, |
| { /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, |
| { /*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 }, |
| { /*3, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, |
| { /*3, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, |
| { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture }, |
| { /*3, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined }, |
| { /*3, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, |
| { /*3, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, |
| { /*3, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), tex_resultarg }, |
| { /*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 }, |
| { /*3, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, |
| |
| { /*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 }, |
| { /*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 }, |
| { /*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 }, |
| { /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, |
| { /*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 }, |
| { /*4, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, |
| { /*4, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, |
| { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture }, |
| { /*4, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined }, |
| { /*4, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, |
| { /*4, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, |
| { /*4, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), tex_resultarg }, |
| { /*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 }, |
| { /*4, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, |
| |
| { /*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 }, |
| { /*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 }, |
| { /*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 }, |
| { /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, |
| { /*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 }, |
| { /*5, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, |
| { /*5, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, |
| { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture }, |
| { /*5, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined }, |
| { /*5, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, |
| { /*5, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, |
| { /*5, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), tex_resultarg }, |
| { /*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 }, |
| { /*5, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, |
| |
| { /*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 }, |
| { /*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 }, |
| { /*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 }, |
| { /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, |
| { /*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 }, |
| { /*6, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, |
| { /*6, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, |
| { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture }, |
| { /*6, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined }, |
| { /*6, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, |
| { /*6, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, |
| { /*6, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), tex_resultarg }, |
| { /*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 }, |
| { /*6, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, |
| |
| { /*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 }, |
| { /*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 }, |
| { /*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 }, |
| { /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, |
| { /*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 }, |
| { /*7, 22, WINED3DTSS_BUMPENVLSCALE */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, |
| { /*7, 23, WINED3DTSS_BUMPENVLOFFSET */ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, |
| { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS */ STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture }, |
| { /*7, 25, WINED3DTSS_ADDRESSW */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined }, |
| { /*7, 26, WINED3DTSS_COLORARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, |
| { /*7, 27, WINED3DTSS_ALPHAARG0 */ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, |
| { /*7, 28, WINED3DTSS_RESULTARG */ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), tex_resultarg }, |
| { /*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 }, |
| { /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, |
| /* Sampler states */ |
| { /* 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 }, |
| /* Pixel shader */ |
| { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader }, |
| /* Transform states follow */ |
| { /* 1, undefined */ 0, state_undefined }, |
| { /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, |
| { /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, |
| { /* 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 }, |
| { /* 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 }, |
| /* 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 */ |
| { /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), transform_world }, |
| { /*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 }, |
| /* Various Vertex states follow */ |
| { /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration }, |
| { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer }, |
| { /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration }, |
| { /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration }, |
| { /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport }, |
| { /* , STATE_VERTEXSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant }, |
| { /* , STATE_PIXELSHADERCONSTANT */ STATE_VERTEXSHADERCONSTANT, shaderconstant }, |
| /* 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 }, |
| |
| { /* Scissor rect */ STATE_SCISSORRECT, scissorrect } |
| }; |