Sweden-Number/dlls/wined3d/state.c

1013 lines
62 KiB
C

/*
* Direct3D state management
*
* Copyright 2006 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);
#define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
static void state_unknown(DWORD state, IWineD3DStateBlockImpl *stateblock) {
/* State which does exist, but wined3d doesn't know about */
if(STATE_IS_RENDER(state)) {
WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
FIXME("(%s, %d) Unknown renderstate\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
} else {
FIXME("(%d) Unknown state with unknown type\n", state);
}
}
static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock) {
/* 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) {
/* 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) {
D3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
switch(Value) {
case D3DFILL_POINT:
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
break;
case D3DFILL_WIREFRAME:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
break;
case D3DFILL_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) {
/* TODO: Lighting is only enabled if Vertex normals are passed by the application,
* so merge the lighting render state with the vertex declaration once it is available
*/
if (stateblock->renderState[WINED3DRS_LIGHTING]) {
glEnable(GL_LIGHTING);
checkGLcall("glEnable GL_LIGHTING");
} else {
glDisable(GL_LIGHTING);
checkGLcall("glDisable GL_LIGHTING");
}
}
static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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) {
/* 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) {
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) {
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) {
/* 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) {
int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
if(glParm) {
glDepthFunc(glParm);
checkGLcall("glDepthFunc");
}
}
static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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) {
int srcBlend = GL_ZERO;
int dstBlend = GL_ZERO;
float col[4];
/* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
/* TODO: Is enabling blending really affected by the blendfactor??? */
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE] ||
stateblock->renderState[WINED3DRS_BLENDFACTOR] != 0xFFFFFFFF) {
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 D3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
case D3DBLEND_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");
/* TODO: Remove when state management done */
stateblock->wineD3DDevice->dstBlend = dstBlend;
stateblock->wineD3DDevice->srcBlend = srcBlend;
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) {
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]) {
surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
}
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) {
stateblock->wineD3DDevice->alphafunc = glParm; /* Remove when state management done */
glAlphaFunc(glParm, ref);
checkGLcall("glAlphaFunc");
}
/* TODO: Some texture blending operations seem to affect the alpha test */
}
static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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) {
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) {
/* 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) {
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);");
}
}
}
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) {
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) {
glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
checkGLcall("glStencilMask");
}
static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock) {
/* 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;
#if 0
/* 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;
stateblock->wineD3DDevice->last_was_foggy_shader = TRUE;
}
#endif
/* 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] == D3DFOG_NONE) {
glHint(GL_FOG_HINT, GL_FASTEST);
checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
#if 0
stateblock->wineD3DDevice->last_was_foggy_shader = FALSE;
#endif
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 D3DFOG_EXP: {
if(!stateblock->wineD3DDevice->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 D3DFOG_EXP2: {
if(!stateblock->wineD3DDevice->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 D3DFOG_LINEAR: {
if(!stateblock->wineD3DDevice->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 D3DFOG_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)");
#if 0
stateblock->wineD3DDevice->last_was_foggy_shader = FALSE;
#endif
switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
case D3DFOG_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 D3DFOG_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 D3DFOG_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 D3DFOG_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);
}
}
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_unknown },
{ /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
{ /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_unknown },
{ /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_unknown },
{ /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_unknown },
{ /* 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_unknown },
{ /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_unknown },
{ /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_unknown },
{ /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_unknown },
{ /* 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_unknown },
{ /* 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_unknown },
{ /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_unknown },
{ /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_unknown },
{ /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_unknown },
{ /* 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_unknown },
{ /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_unknown },
{ /* 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_unknown },
{ /* 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_unknown },
{ /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_unknown },
{ /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_unknown },
{ /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_unknown },
{ /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_unknown },
{ /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_unknown },
{ /* 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 },
/* A BIG hole. If wanted, 'fixed' states like the vertex type or the bound shaders can be put here */
{ /* 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 },
/* Big hole ends */
{ /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
{ /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING) /* Vertex decl! */,state_lighting },
{ /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_unknown },
{ /*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_unknown },
{ /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_unknown },
{ /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_unknown },
{ /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_unknown },
{ /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_unknown },
{ /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_unknown },
{ /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_unknown },
{ /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_unknown },
{ /*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_unknown },
{ /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_unknown },
{ /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_unknown },
{ /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_unknown },
{ /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_unknown },
{ /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_unknown },
{ /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_unknown },
{ /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_unknown },
{ /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_unknown },
{ /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_unknown },
{ /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_unknown },
{ /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_unknown },
{ /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_unknown },
{ /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), state_unknown },
{ /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_unknown },
{ /*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_unknown },
{ /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_unknown },
/*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_unknown },
{ /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_unknown },
{ /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
{ /*177, undefined */ 0, state_undefined },
{ /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
{ /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
{ /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
{ /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
{ /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
{ /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
{ /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
{ /*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_unknown },
{ /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_unknown },
{ /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_unknown },
{ /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
{ /*194, WINED3DRS_SRGBWRITEENABLE */ 0, state_nogl },
{ /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_unknown },
{ /*196, undefined */ 0, state_undefined },
{ /*197, undefined */ 0, state_undefined },
{ /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
{ /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
{ /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
{ /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
{ /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
};