wine/dlls/wined3d/state.c

539 lines
41 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);
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");
}
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_unknown },
{ /* 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_unknown },
{ /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_unknown },
{ /* 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_unknown },
{ /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_unknown },
{ /* 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)/*vertex type*/, state_unknown },
{ /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_unknown },
{ /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_unknown },
{ /* 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_unknown },
{ /* 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_unknown },
{ /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_unknown },
{ /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_unknown },
{ /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_unknown },
{ /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_unknown },
{ /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_unknown },
{ /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_unknown },
{ /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_unknown },
{ /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_unknown },
/* 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_unknown },
{ /*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_unknown },
{ /*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_unknown },
{ /*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_unknown },
{ /*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_unknown },
{ /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_unknown },
{ /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_unknown },
{ /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_unknown },
{ /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_unknown },
{ /*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 },
};