- Merge from trunk up to r45543
[reactos.git] / dll / directx / wine / wined3d / state.c
index 77b7a86..adb426b 100644 (file)
@@ -1,4 +1,3 @@
-
 /*
  * Direct3D state management
  *
@@ -8,7 +7,8 @@
  * Copyright 2004 Christian Costa
  * Copyright 2005 Oliver Stieber
  * Copyright 2006 Henri Verbeet
- * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
+ * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
+ * Copyright 2009 Henri Verbeet for CodeWeavers
  *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
 
-#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
+#define GLINFO_LOCATION (*context->gl_info)
+
+/* GL locking for state handlers is done by the caller. */
 
-static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
+static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
 
-static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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
      */
@@ -52,15 +55,13 @@ static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
     }
 }
 
-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_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    ERR("Undefined state.\n");
 }
 
-static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
 
     switch(Value) {
@@ -81,9 +82,8 @@ static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
     }
 }
 
-static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    BOOL transformed;
-
+static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     /* 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 declaration, so if it is dirty don't do anything. The
@@ -94,11 +94,9 @@ static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
         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) {
+    if (stateblock->renderState[WINED3DRS_LIGHTING]
+            && !stateblock->device->strided_streams.position_transformed)
+    {
         glEnable(GL_LIGHTING);
         checkGLcall("glEnable GL_LIGHTING");
     } else {
@@ -107,9 +105,11 @@ static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
     }
 }
 
-static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     /* No z test without depth stencil buffers */
-    if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
+    if (!stateblock->device->stencilBufferTarget)
+    {
         TRACE("No Z buffer - disabling depth test\n");
         glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
         checkGLcall("glDisable GL_DEPTH_TEST");
@@ -135,7 +135,8 @@ static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD
     }
 }
 
-static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
      * switch
      */
@@ -161,7 +162,8 @@ static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
     }
 }
 
-static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
         case WINED3DSHADE_FLAT:
             glShadeModel(GL_FLAT);
@@ -179,7 +181,8 @@ static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, Win
     }
 }
 
-static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
         glEnable(GL_DITHER);
         checkGLcall("glEnable GL_DITHER");
@@ -189,7 +192,8 @@ static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock,
     }
 }
 
-static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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
      */
@@ -202,7 +206,8 @@ static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     }
 }
 
-static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
 
     if(glParm) {
@@ -225,7 +230,8 @@ static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
     }
 }
 
-static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     float col[4];
     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
 
@@ -234,22 +240,22 @@ static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD
     checkGLcall("glLightModel for MODEL_AMBIENT");
 }
 
-static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
     int srcBlend = GL_ZERO;
     int dstBlend = GL_ZERO;
-    const StaticPixelFormatDesc *rtFormat;
-    IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
 
     /* 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]) {
-        const GlPixelFormatDesc *glDesc;
-        getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
 
         /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
          * The d3d9 visual test confirms the behavior. */
-        if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
+        if (context->render_offscreen
+                && !(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
+        {
             glDisable(GL_BLEND);
             checkGLcall("glDisable GL_BLEND");
             return;
@@ -280,12 +286,10 @@ static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
          * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
          */
         case WINED3DBLEND_DESTALPHA          :
-            rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
-            dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
+            dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
             break;
         case WINED3DBLEND_INVDESTALPHA       :
-            rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
-            dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
+            dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
             break;
 
         case WINED3DBLEND_SRCALPHASAT        :
@@ -324,12 +328,10 @@ static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
         case WINED3DBLEND_SRCALPHASAT        : srcBlend = GL_SRC_ALPHA_SATURATE;  break;
 
         case WINED3DBLEND_DESTALPHA          :
-            rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
-            srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
+            srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
             break;
         case WINED3DBLEND_INVDESTALPHA       :
-            rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
-            srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
+            srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
             break;
 
         case WINED3DBLEND_BOTHSRCALPHA       : srcBlend = GL_SRC_ALPHA;
@@ -371,7 +373,8 @@ static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
         int dstBlendAlpha = GL_ZERO;
 
         /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
-        if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
+        if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
+        {
             WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
             return;
         }
@@ -446,17 +449,20 @@ static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
 
     /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
         so it may need updating */
-    if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
-        const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
+    if (stateblock->renderState[WINED3DRS_COLORKEYENABLE])
+    {
+        const struct StateEntry *StateTable = stateblock->device->StateTable;
         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
     }
 }
 
-static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
 }
 
-static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     float col[4];
 
     TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
@@ -465,12 +471,13 @@ static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     checkGLcall("glBlendColor");
 }
 
-static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     int glParm = 0;
     float ref;
     BOOL enable_ckey = FALSE;
 
-    IWineD3DSurfaceImpl *surf;
+    TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
 
     /* 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
@@ -478,25 +485,29 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
      * 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 ||
-       stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
-        surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
-
-        if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
-            const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
-            /* 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 (stateblock->textures[0])
+    {
+        UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
+
+        if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
+        {
+            IWineD3DSurfaceImpl *surf;
+
+            surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
+
+            if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
+            {
+                /* 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 (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
             }
         }
     }
 
-    if(enable_ckey || context->last_was_ckey) {
-        const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
+    if (enable_ckey || context->last_was_ckey)
+    {
+        const struct StateEntry *StateTable = stateblock->device->StateTable;
         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
     }
     context->last_was_ckey = enable_ckey;
@@ -516,7 +527,7 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
 
     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
         glParm = GL_NOTEQUAL;
-        ref = 0.0;
+        ref = 0.0f;
     } else {
         ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
         glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
@@ -527,11 +538,14 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
     }
 }
 
-static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
     DWORD enable  = 0xFFFFFFFF;
     DWORD disable = 0x00000000;
 
-    if (use_vs(stateblock->wineD3DDevice)) {
+    if (!stateblock->device->vs_clipping && use_vs(stateblock))
+    {
         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
          * conditions I got sick of tracking down. The shader state handler disables all clip planes because
@@ -557,16 +571,18 @@ static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
     if (stateblock->renderState[WINED3DRS_CLIPPING]) {
         enable  = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
         disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
-        if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
-            glDisable(GL_DEPTH_CLAMP_NV);
-            checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
+        if (gl_info->supported[ARB_DEPTH_CLAMP])
+        {
+            glDisable(GL_DEPTH_CLAMP);
+            checkGLcall("glDisable(GL_DEPTH_CLAMP)");
         }
     } else {
         disable = 0xffffffff;
         enable  = 0x00;
-        if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
-            glEnable(GL_DEPTH_CLAMP_NV);
-            checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
+        if (gl_info->supported[ARB_DEPTH_CLAMP])
+        {
+            glEnable(GL_DEPTH_CLAMP);
+            checkGLcall("glEnable(GL_DEPTH_CLAMP)");
         }
     }
 
@@ -594,16 +610,20 @@ static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
     }
 }
 
-static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
 }
 
-static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     int blendEquation = GL_FUNC_ADD;
     int blendEquationAlpha = GL_FUNC_ADD;
 
     /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
-    if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
+    if (stateblock->renderState[WINED3DRS_BLENDOPALPHA]
+            && !context->gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
+    {
         WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
         return;
     }
@@ -639,8 +659,9 @@ static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD
     }
 }
 
-static void
-state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
     /* 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:
@@ -676,60 +697,73 @@ state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCon
         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
         checkGLcall("glMaterialfv");
 
-        if(stateblock->material.Power > GL_LIMITS(shininess)) {
+        if (stateblock->material.Power > gl_info->limits.shininess)
+        {
             /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
              * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
-             * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
-             * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
+             * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
+             * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
              * them, it should be safe to do so without major visual distortions.
              */
-            WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
-            glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
+            WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
+            glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
         } else {
             glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
         }
         checkGLcall("glMaterialf(GL_SHININESS)");
 
-        if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
+        if (gl_info->supported[EXT_SECONDARY_COLOR])
+        {
             glEnable(GL_COLOR_SUM_EXT);
-        } else {
+        }
+        else
+        {
             TRACE("Specular colors cannot be enabled in this version of opengl\n");
         }
         checkGLcall("glEnable(GL_COLOR_SUM)");
 
-        if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
+        if (gl_info->supported[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};
+        static const GLfloat black[] = {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)) {
+        if (gl_info->supported[EXT_SECONDARY_COLOR])
+        {
             glDisable(GL_COLOR_SUM_EXT);
-        } else {
+        }
+        else
+        {
             TRACE("Specular colors cannot be disabled in this version of opengl\n");
         }
         checkGLcall("glDisable(GL_COLOR_SUM)");
 
-        if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
+        if (gl_info->supported[NV_REGISTER_COMBINERS])
+        {
             GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
             checkGLcall("glFinalCombinerInputNV()");
         }
     }
 
-    TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
-          stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
-    TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
-          stateblock->material.Ambient.b, stateblock->material.Ambient.a);
-    TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
-          stateblock->material.Specular.b, stateblock->material.Specular.a);
-    TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
-          stateblock->material.Emissive.b, stateblock->material.Emissive.a);
+    TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
+            stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
+            stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
+    TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
+            stateblock->material.Ambient.r, stateblock->material.Ambient.g,
+            stateblock->material.Ambient.b, stateblock->material.Ambient.a);
+    TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
+            stateblock->material.Specular.r, stateblock->material.Specular.g,
+            stateblock->material.Specular.b, stateblock->material.Specular.a);
+    TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
+            stateblock->material.Emissive.r, stateblock->material.Emissive.g,
+            stateblock->material.Emissive.b, stateblock->material.Emissive.a);
 
     glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
     checkGLcall("glMaterialfv(GL_AMBIENT)");
@@ -739,7 +773,8 @@ state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCon
     checkGLcall("glMaterialfv(GL_EMISSION)");
 }
 
-static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     unsigned int i;
 
     /* Note the texture color applies to all textures whereas
@@ -749,24 +784,22 @@ static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, Win
     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
 
     /* And now the default texture color as well */
-    for (i = 0; i < GL_LIMITS(texture_stages); i++) {
+    for (i = 0; i < context->gl_info->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");
-        }
+         * per texture, so apply it now ready to be used!
+         */
+        GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
+        checkGLcall("glActiveTextureARB");
 
         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 ) {
+static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
+        GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
+{
     glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
     checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
     GL_EXTCALL(glActiveStencilFaceEXT(face));
@@ -777,8 +810,9 @@ renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLi
     checkGLcall("glStencilOp(...)");
 }
 
-static void
-state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
     DWORD onesided_enable = FALSE;
     DWORD twosided_enable = FALSE;
     GLint func = GL_ALWAYS;
@@ -792,8 +826,9 @@ state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *c
     GLint depthFail_ccw = GL_KEEP;
     GLint stencilPass_ccw = GL_KEEP;
 
-    /* No stencil test without a stencil buffer */
-    if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
+    /* No stencil test without a stencil buffer. */
+    if (!stateblock->device->stencilBufferTarget)
+    {
         glDisable(GL_STENCIL_TEST);
         checkGLcall("glDisable GL_STENCIL_TEST");
         return;
@@ -825,18 +860,21 @@ state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *c
         glEnable(GL_STENCIL_TEST);
         checkGLcall("glEnable GL_STENCIL_TEST");
 
-        if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
+        if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
+        {
             /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
              * which has an effect on the code below too. If we apply the front face
              * afterwards, we are sure that the active stencil face is set to front,
              * and other stencil functions which do not use two sided stencil do not have
              * to set it back
              */
-            renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
-                                         stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
-            renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
-                                         stencilFail, depthFail, stencilPass);
-        } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
+            renderstate_stencil_twosided(context, GL_BACK,
+                    func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
+            renderstate_stencil_twosided(context, GL_FRONT,
+                    func, ref, mask, stencilFail, depthFail, stencilPass);
+        }
+        else if (gl_info->supported[ATI_SEPARATE_STENCIL])
+        {
             GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
             checkGLcall("glStencilFuncSeparateATI(...)");
             GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
@@ -846,8 +884,11 @@ state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *c
         } else {
             ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
         }
-    } else if(onesided_enable) {
-        if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
+    }
+    else if(onesided_enable)
+    {
+        if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
+        {
             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
             checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
         }
@@ -867,14 +908,9 @@ state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *c
     }
 }
 
-static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    DWORD mask;
-
-    if(stateblock->wineD3DDevice->stencilBufferTarget) {
-        mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
-    } else {
-        mask = 0;
-    }
+static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
 
     GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
     checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
@@ -885,53 +921,114 @@ static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock
     glStencilMask(mask);
 }
 
-static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    DWORD mask;
-
-    if(stateblock->wineD3DDevice->stencilBufferTarget) {
-        mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
-    } else {
-        mask = 0;
-    }
+static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
 
     glStencilMask(mask);
     checkGLcall("glStencilMask");
 }
 
-static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
-    BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
-                  && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
-    float fogstart, fogend;
+static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+
+    TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
+
+    if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
+
+    /* Table fog on: Never use fog coords, and use per-fragment fog */
+    if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
+        glHint(GL_FOG_HINT, GL_NICEST);
+        if(context->fog_coord) {
+            glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
+            checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
+            context->fog_coord = FALSE;
+        }
+        return;
+    }
+
+    /* Otherwise use per-vertex fog in any case */
+    glHint(GL_FOG_HINT, GL_FASTEST);
+
+    if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
+        /* No fog at all, or transformed vertices: Use fog coord */
+        if(!context->fog_coord) {
+            glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
+            checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
+            context->fog_coord = TRUE;
+        }
+    } else {
+        /* Otherwise, use the fragment depth */
+        if(context->fog_coord) {
+            glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
+            checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
+            context->fog_coord = FALSE;
+        }
+    }
+}
 
+void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    float fogstart, fogend;
     union {
         DWORD d;
         float f;
     } tmpvalue;
 
-    if (!fogenable) {
+    switch(context->fog_source) {
+        case FOGSOURCE_VS:
+            fogstart = 1.0f;
+            fogend = 0.0f;
+            break;
+
+        case FOGSOURCE_COORD:
+            fogstart = 255.0f;
+            fogend = 0.0f;
+            break;
+
+        case FOGSOURCE_FFP:
+            tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
+            fogstart = tmpvalue.f;
+            tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
+            fogend = tmpvalue.f;
+            /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
+            if(fogstart == fogend) {
+                fogstart = -1.0f / 0.0f;
+                fogend = 0.0f;
+            }
+            break;
+
+        default:
+            /* This should not happen.context->fog_source is set in wined3d, not the app.
+             * Still this is needed to make the compiler happy
+             */
+            ERR("Unexpected fog coordinate source\n");
+            fogstart = 0.0f;
+            fogend = 0.0f;
+    }
+
+    glFogf(GL_FOG_START, fogstart);
+    checkGLcall("glFogf(GL_FOG_START, fogstart)");
+    TRACE("Fog Start == %f\n", fogstart);
+
+    glFogf(GL_FOG_END, fogend);
+    checkGLcall("glFogf(GL_FOG_END, fogend)");
+    TRACE("Fog End == %f\n", fogend);
+}
+
+void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    enum fogsource new_source;
+
+    TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
+
+    if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
         /* No fog? Disable it, and we're done :-) */
-        glDisable(GL_FOG);
+        glDisableWINE(GL_FOG);
         checkGLcall("glDisable GL_FOG");
-        if( use_ps(stateblock->wineD3DDevice)
-                && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
-            /* disable fog in the pixel shader
-             * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
-             * -1/(e-s) and e/(e-s) respectively.
-             */
-            glFogf(GL_FOG_START, 0.0f);
-            checkGLcall("glFogf(GL_FOG_START, fogstart)");
-            glFogf(GL_FOG_END, 1.0f);
-            checkGLcall("glFogf(GL_FOG_END, fogend)");
-        }
         return;
     }
 
-    tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
-    fogstart = tmpvalue.f;
-    tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
-    fogend = tmpvalue.f;
-
     /* Fog Rules:
      *
      * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
@@ -963,182 +1060,88 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
      * and 2) disables the fog computation (in either the fixed function or programmable
      * rasterizer) if using a vertex program.
      *
+     * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
+     * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
+     * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
+     * the specular color, a vertex shader counts as pretransformed geometry in this case.
+     * There are some GL differences between specular fog coords and vertex shaders though.
+     *
+     * With table fog the vertex shader fog coordinate is ignored.
      *
      * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
      * without shaders).
      */
 
-    if( is_ps3 ) {
-        if( !use_vs(stateblock->wineD3DDevice)
-                && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
-            FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
-        }
-    }
-
-    if (use_vs(stateblock->wineD3DDevice)
-            && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
-        if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
-            if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
-            /* Disable fog */
-            fogenable = FALSE;
-        } else {
-            /* Set fog computation in the rasterizer to pass through the value (just blend it) */
-            glFogi(GL_FOG_MODE, GL_LINEAR);
-            checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
-            fogstart = 1.0;
-            fogend = 0.0;
-        }
-
-        if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
-            glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
-            checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
-            context->fog_coord = FALSE;
-        }
-        context->last_was_foggy_shader = TRUE;
-    }
-    else if( use_ps(stateblock->wineD3DDevice) ) {
-        /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
-         * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
-         */
-        WINED3DFOGMODE mode;
-        context->last_was_foggy_shader = FALSE;
-
-        /* If both fogmodes are set use the table fog mode */
-        if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
-            mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
-        else
-            mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
-
-        switch (mode) {
-            case WINED3DFOG_EXP:
-            case WINED3DFOG_EXP2:
-                if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
-                /* Disable fog */
-                fogenable = FALSE;
-                break;
-
-            case WINED3DFOG_LINEAR:
-                fogstart = -1.0f/(fogend-fogstart);
-                fogend *= -fogstart;
-                break;
-
-            case WINED3DFOG_NONE:
-                if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
-                /* Disable fog */
-                fogenable = FALSE;
-                break;
-            default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
-        }
-
-        if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
-            glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
-            checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
-            context->fog_coord = FALSE;
-        }
-    }
     /* 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]) {
-            /* If processed vertices are used, fall through to the NONE case */
-            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) && context->fog_coord) {
-                        glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
-                        checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
-                        context->fog_coord = FALSE;
-                    }
-                    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) && context->fog_coord) {
-                        glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
-                        checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
-                        context->fog_coord = FALSE;
+    if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
+        if(use_vs(stateblock)) {
+            glFogi(GL_FOG_MODE, GL_LINEAR);
+            checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
+            new_source = FOGSOURCE_VS;
+        } else {
+            switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
+                /* If processed vertices are used, fall through to the NONE case */
+                case WINED3DFOG_EXP:
+                    if(!context->last_was_rhw) {
+                        glFogi(GL_FOG_MODE, GL_EXP);
+                        checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
+                        new_source = FOGSOURCE_FFP;
+                        break;
                     }
-                    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) && context->fog_coord) {
-                        glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
-                        checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
-                        context->fog_coord = FALSE;
+                    /* drop through */
+
+                case WINED3DFOG_EXP2:
+                    if(!context->last_was_rhw) {
+                        glFogi(GL_FOG_MODE, GL_EXP2);
+                        checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
+                        new_source = FOGSOURCE_FFP;
+                        break;
                     }
-                    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)) {
-                    if(context->fog_coord == FALSE) {
-                        glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
-                        checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
-                        context->fog_coord = TRUE;
+                    /* drop through */
+
+                case WINED3DFOG_LINEAR:
+                    if(!context->last_was_rhw) {
+                        glFogi(GL_FOG_MODE, GL_LINEAR);
+                        checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
+                        new_source = FOGSOURCE_FFP;
+                        break;
                     }
+                    /* drop through */
+
+                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
+                     */
+                    new_source = FOGSOURCE_COORD;
                     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;
+                    break;
+
+                default:
+                    FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
+                    new_source = FOGSOURCE_FFP; /* Make the compiler happy */
             }
-            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;
+        new_source = FOGSOURCE_FFP;
 
         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) && context->fog_coord) {
-                    glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
-                    checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
-                    context->fog_coord = FALSE;
-                }
                 break;
 
             case WINED3DFOG_EXP2:
                 glFogi(GL_FOG_MODE, GL_EXP2);
                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
-                if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
-                    glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
-                    checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
-                    context->fog_coord = FALSE;
-                }
                 break;
 
             case WINED3DFOG_LINEAR:
                 glFogi(GL_FOG_MODE, GL_LINEAR);
                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
-                if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
-                    glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
-                    checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
-                    context->fog_coord = FALSE;
-                }
                 break;
 
             case WINED3DFOG_NONE:   /* Won't happen */
@@ -1147,53 +1150,23 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
         }
     }
 
-    if(fogenable) {
-        glEnable(GL_FOG);
-        checkGLcall("glEnable GL_FOG");
-
-        if(fogstart != fogend)
-        {
-            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
-        {
-            glFogf(GL_FOG_START, -1.0 / 0.0);
-            checkGLcall("glFogf(GL_FOG_START, fogstart)");
-            TRACE("Fog Start == %f\n", fogstart);
-
-            glFogf(GL_FOG_END, 0.0);
-            checkGLcall("glFogf(GL_FOG_END, fogend)");
-            TRACE("Fog End == %f\n", fogend);
-        }
-    } else {
-        glDisable(GL_FOG);
-        checkGLcall("glDisable GL_FOG");
-        if( use_ps(stateblock->wineD3DDevice) ) {
-            /* disable fog in the pixel shader
-             * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
-             * -1/(e-s) and e/(e-s) respectively.
-             */
-            glFogf(GL_FOG_START, 0.0f);
-            checkGLcall("glFogf(GL_FOG_START, fogstart)");
-            glFogf(GL_FOG_END, 1.0f);
-            checkGLcall("glFogf(GL_FOG_END, fogend)");
-        }
+    glEnableWINE(GL_FOG);
+    checkGLcall("glEnable GL_FOG");
+    if(new_source != context->fog_source) {
+        context->fog_source = new_source;
+        state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
     }
 }
 
-static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
         WARN("Range fog enabled, but not supported by this opengl implementation\n");
     }
 }
 
-static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
         glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
         checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
@@ -1203,14 +1176,16 @@ static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
     }
 }
 
-static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     float col[4];
     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
     glFogfv(GL_FOG_COLOR, &col[0]);
     checkGLcall("glFog GL_FOG_COLOR");
 }
 
-static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     union {
         DWORD d;
         float f;
@@ -1220,12 +1195,10 @@ static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, Wi
     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 = stateblock->wineD3DDevice;
+static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    IWineD3DDeviceImpl *device = stateblock->device;
     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.
@@ -1235,10 +1208,10 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
         return;
     }
 
-    isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
-
     context->num_untracked_materials = 0;
-    if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
+    if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
+            && stateblock->renderState[WINED3DRS_COLORVERTEX])
+    {
         TRACE("diff %d, amb %d, emis %d, spec %d\n",
               stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
               stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
@@ -1323,7 +1296,7 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
                 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};
+                static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
                 checkGLcall("glMaterialfv");
             }
@@ -1333,7 +1306,8 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
     context->tracking_parm = Parm;
 }
 
-static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     union {
         DWORD                 d;
         WINED3DLINEPATTERN    lp;
@@ -1353,7 +1327,8 @@ static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     }
 }
 
-static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     union {
         DWORD d;
         float f;
@@ -1381,7 +1356,8 @@ static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
 }
 
 
-static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     if(isStateDirty(context, STATE_VDECL)) {
         return;
     }
@@ -1389,9 +1365,9 @@ static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, Win
      * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
      * by zero and is not properly defined in opengl, so avoid it
      */
-    if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
-        stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
-        stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
+    if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
+            && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
+    {
         glEnable(GL_NORMALIZE);
         checkGLcall("glEnable(GL_NORMALIZE);");
     } else {
@@ -1400,75 +1376,71 @@ static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, Win
     }
 }
 
-static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     union {
         DWORD d;
         float f;
     } tmpvalue;
 
     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
-    if(tmpvalue.f != 1.0) {
+    if (tmpvalue.f != 1.0f)
+    {
         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
     }
-}
-
-static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    union {
-        DWORD d;
-        float f;
-    } tmpvalue;
-
-    tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
-    GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
-    checkGLcall("glPointParameterfEXT(...)");
-}
-
-static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    union {
-        DWORD d;
-        float f;
-    } tmpvalue;
+    tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
+    if (tmpvalue.f != 64.0f)
+    {
+        FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
+    }
 
-    tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
-    GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
-    checkGLcall("glPointParameterfARB(...)");
 }
 
-static void state_psizemax_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     union {
         DWORD d;
         float f;
-    } tmpvalue;
+    } min, max;
 
-    tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
-    GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
-    checkGLcall("glPointParameterfARB(...)");
-}
+    min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
+    max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
 
-static void state_psizemax_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    union {
-        DWORD d;
-        float f;
-    } tmpvalue;
+    /* Max point size trumps min point size */
+    if(min.f > max.f) {
+        min.f = max.f;
+    }
 
-    tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
-    GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
+    GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
+    checkGLcall("glPointParameterfEXT(...)");
+    GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
     checkGLcall("glPointParameterfEXT(...)");
 }
 
-static void state_psizemax_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     union {
         DWORD d;
         float f;
-    } tmpvalue;
+    } min, max;
 
-    tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
-    if(tmpvalue.f != 64.0) {
-        FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
+    min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
+    max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
+
+    /* Max point size trumps min point size */
+    if(min.f > max.f) {
+        min.f = max.f;
     }
+
+    GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
+    checkGLcall("glPointParameterfARB(...)");
+    GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
+    checkGLcall("glPointParameterfARB(...)");
 }
 
-static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
     /* TODO: Group this with the viewport */
     /*
      * POINTSCALEENABLE controls how point size value is treated. If set to
@@ -1492,27 +1464,29 @@ static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3
         GLfloat scaleFactor;
         float h = stateblock->viewport.Height;
 
-        if(pointSize.f < GL_LIMITS(pointsizemin)) {
-            /*
-             * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
+        if (pointSize.f < gl_info->limits.pointsize_min)
+        {
+            /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
              * 0.0f. This means that OpenGL will clamp really small point sizes to the
              * driver minimum. To correct for this we need to multiply by the scale factor when sizes
              * are less than 1.0f. scale_factor =  1.0f / point_size.
              */
-            scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
+            scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
             /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
              * is 1.0, but then accepts points below that and draws too small points
              */
-            pointSize.f = GL_LIMITS(pointsizemin);
-        } else if(pointSize.f > GL_LIMITS(pointsize)) {
+            pointSize.f = gl_info->limits.pointsize_min;
+        }
+        else if(pointSize.f > gl_info->limits.pointsize_max)
+        {
             /* gl already scales the input to glPointSize,
              * d3d scales the result after the point size scale.
              * If the point size is bigger than the max size, use the
              * scaling to scale it bigger, and set the gl point size to max
              */
-            scaleFactor = pointSize.f / GL_LIMITS(pointsize);
+            scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
             TRACE("scale: %f\n", scaleFactor);
-            pointSize.f = GL_LIMITS(pointsize);
+            pointSize.f = gl_info->limits.pointsize_max;
         } else {
             scaleFactor = 1.0f;
         }
@@ -1523,11 +1497,13 @@ static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3
         att[2] = C.f / scaleFactor;
     }
 
-    if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
+    if (gl_info->supported[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)) {
+    else if (gl_info->supported[EXT_POINT_PARAMETERS])
+    {
         GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
         checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
     } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
@@ -1538,8 +1514,14 @@ static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3
     checkGLcall("glPointSize(...);");
 }
 
-static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
+static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    WARN("token: %#x\n", stateblock->renderState[WINED3DRS_DEBUGMONITORTOKEN]);
+}
+
+static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
 
     TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
         Value & WINED3DCOLORWRITEENABLE_RED   ? 1 : 0,
@@ -1563,7 +1545,8 @@ static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, Wi
     }
 }
 
-static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
         checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
@@ -1573,29 +1556,50 @@ static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     }
 }
 
-static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
         TRACE("Last Pixel Drawing Enabled\n");
     } else {
-        static BOOL first = TRUE;
-        if(first) {
+        static BOOL warned;
+        if (!warned) {
             FIXME("Last Pixel Drawing Disabled, not handled yet\n");
-            first = FALSE;
+            warned = TRUE;
         } else {
             TRACE("Last Pixel Drawing Disabled, not handled yet\n");
         }
     }
 }
 
-static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    static BOOL warned;
+
     /* TODO: NV_POINT_SPRITE */
-    if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
-        TRACE("Point sprites not supported\n");
+    if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
+        /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
+        FIXME("Point sprites not supported\n");
+        warned = TRUE;
     }
 }
 
-static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
+static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+
+    if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE])
+    {
+        static BOOL warned;
+
+        if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
+        {
+            if (use_ps(stateblock) || stateblock->lowest_disabled_stage > gl_info->limits.point_sprite_units)
+            {
+                FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
+                warned = TRUE;
+            }
+        }
+
         glEnable(GL_POINT_SPRITE_ARB);
         checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
     } else {
@@ -1604,7 +1608,8 @@ static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     }
 }
 
-static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     /**
      http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
      http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
@@ -1630,17 +1635,19 @@ static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
        stateblock->renderState[WINED3DRS_WRAP13] ||
        stateblock->renderState[WINED3DRS_WRAP14] ||
        stateblock->renderState[WINED3DRS_WRAP15] ) {
-        FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
+        FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported\n");
     }
 }
 
-static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
         WARN("Multisample antialiasing not supported by gl\n");
     }
 }
 
-static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
         glEnable(GL_MULTISAMPLE_ARB);
         checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
@@ -1650,7 +1657,8 @@ static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
     }
 }
 
-static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
         glEnable(GL_SCISSOR_TEST);
         checkGLcall("glEnable(GL_SCISSOR_TEST)");
@@ -1660,18 +1668,33 @@ static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD
     }
 }
 
-static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    union {
-        DWORD d;
-        float f;
-    } tmpvalue;
+/* The Direct3D depth bias is specified in normalized depth coordinates. In
+ * OpenGL the bias is specified in units of "the smallest value that is
+ * guaranteed to produce a resolvable offset for a given implementation". To
+ * convert from D3D to GL we need to divide the D3D depth bias by that value.
+ * There's no practical way to retrieve that value from a given GL
+ * implementation, but the D3D application has essentially the same problem,
+ * which makes a guess of 1e-6f seem reasonable here. Note that
+ * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
+ * need to be scaled. */
+static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    if (stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]
+            || stateblock->renderState[WINED3DRS_DEPTHBIAS])
+    {
+        union
+        {
+            DWORD d;
+            float f;
+        } scale_bias, const_bias;
+
+        scale_bias.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
+        const_bias.d = stateblock->renderState[WINED3DRS_DEPTHBIAS];
 
-    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]));
+
+        glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
         checkGLcall("glPolygonOffset(...)");
     } else {
         glDisable(GL_POLYGON_OFFSET_FILL);
@@ -1679,7 +1702,8 @@ static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, Win
     }
 }
 
-static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
         checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
@@ -1689,31 +1713,36 @@ static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     }
 }
 
-static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     TRACE("Stub\n");
     if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
         FIXME(" Stippled Alpha not supported yet.\n");
 }
 
-static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     TRACE("Stub\n");
     if (stateblock->renderState[WINED3DRS_ANTIALIAS])
         FIXME(" Antialias not supported yet.\n");
 }
 
-static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     TRACE("Stub\n");
     if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
         FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
 }
 
-static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     TRACE("Stub\n");
     if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
         FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
 }
 
-static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     union {
         DWORD d;
         float f;
@@ -1733,114 +1762,140 @@ static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock,
     }
 }
 
-static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     TRACE("Stub\n");
     if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
         FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
 }
 
-static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     TRACE("Stub\n");
     if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
         FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
 }
 
-static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     TRACE("Stub\n");
     if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
         FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
 }
 
-static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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) {
+static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
         FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
     }
 }
 
+static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    if (stateblock->renderState[WINED3DRS_SOFTWAREVERTEXPROCESSING])
+    {
+        FIXME("Software vertex processing not implemented.\n");
+    }
+}
+
 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
 #if defined (GL_VERSION_1_3)
 # define useext(A) A
@@ -1889,8 +1944,10 @@ static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* op
 }
 
 /* Setup the texture operations texture stage states */
-static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
+static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
+        BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
 {
+    const struct wined3d_gl_info *gl_info = context->gl_info;
     GLenum src1, src2, src3;
     GLenum opr1, opr2, opr3;
     GLenum comb_target;
@@ -1900,7 +1957,6 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
     GLenum opr=0, invopr, src3_target, opr3_target;
     BOOL Handled = FALSE;
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
 
     TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
 
@@ -1945,10 +2001,6 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
         op = WINED3DTOP_SELECTARG1;
     }
 
-        /* From MSDN (WINED3DTSS_ALPHAARG1) :
-    The default argument is WINED3DTA_TEXTURE. If no texture is set for this stage,
-    then the default argument is WINED3DTA_DIFFUSE.
-    FIXME? If texture added/removed, may need to reset back as well?    */
     if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
         get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
     } else {
@@ -1962,7 +2014,8 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
     Handled = TRUE; /* Assume will be handled */
 
     /* Other texture operations require special extensions: */
-    if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
+    if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
+    {
         if (isAlpha) {
             opr = GL_SRC_ALPHA;
             invopr = GL_ONE_MINUS_SRC_ALPHA;
@@ -2547,7 +2600,8 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
             checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
             break;
         case WINED3DTOP_SUBTRACT:
-            if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
+            if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
+            {
                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
                 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
@@ -2638,10 +2692,13 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
             break;
         case WINED3DTOP_DOTPRODUCT3:
-            if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
+            if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
+            {
                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
-            } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
+            }
+            else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
+            {
                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
             } else {
@@ -2677,7 +2734,8 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
             checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
             break;
         case WINED3DTOP_ADDSMOOTH:
-            if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
+            if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+            {
                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
@@ -2704,7 +2762,8 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
                 Handled = FALSE;
                 break;
         case WINED3DTOP_BLENDTEXTUREALPHAPM:
-            if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
+            if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+            {
                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
                 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
@@ -2725,7 +2784,8 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
                 Handled = FALSE;
                 break;
         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
-            if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
+            if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+            {
                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
@@ -2752,7 +2812,8 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
                 Handled = FALSE;
                 break;
         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
-            if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
+            if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+            {
                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
@@ -2779,7 +2840,8 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
                 Handled = FALSE;
                 break;
         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
-            if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
+            if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+            {
                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
@@ -2806,7 +2868,8 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
                 Handled = FALSE;
                 break;
         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
-            if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
+            if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+            {
                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
@@ -2839,7 +2902,8 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
                 Handled = FALSE;
                 break;
         case WINED3DTOP_MULTIPLYADD:
-            if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
+            if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
+            {
                 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
                 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
                 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
@@ -2860,40 +2924,9 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
                 Handled = FALSE;
                 break;
         case WINED3DTOP_BUMPENVMAPLUMINANCE:
-            if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
-                    /* Some apps use BUMPENVMAPLUMINANCE instead of D3DTOP_BUMPENVMAP, although
-                * they check for the non-luminance cap flag. Well, give them what they asked
-                * for :-)
-                    */
-                WARN("Application uses WINED3DTOP_BUMPENVMAPLUMINANCE\n");
-            } else {
-                Handled = FALSE;
-                break;
-            }
-            /* Fall through */
         case WINED3DTOP_BUMPENVMAP:
-            if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
-                TRACE("Using ati bumpmap on stage %d, target %d\n", Stage, Stage + 1);
-                glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_BUMP_ENVMAP_ATI);
-                checkGLcall("glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_BUMP_ENVMAP_ATI)");
-                glTexEnvi(GL_TEXTURE_ENV, GL_BUMP_TARGET_ATI, GL_TEXTURE0_ARB + Stage + 1);
-                checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_BUMP_TARGET_ATI, GL_TEXTURE0_ARB + Stage + 1)");
-                glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
-                checkGLcall("GL_TEXTURE_ENV, src0_target, src3");
-                glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
-                checkGLcall("GL_TEXTURE_ENV, opr0_target, opr3");
-                glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
-                checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
-                glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
-                checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
-                glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
-                checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
-                glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
-                checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
-
-                Handled = TRUE;
-                break;
-            } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
+            if (gl_info->supported[NV_TEXTURE_SHADER2])
+            {
                 /* Technically texture shader support without register combiners is possible, but not expected to occur
                  * on real world cards, so for now a fixme should be enough
                  */
@@ -2905,7 +2938,8 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
 
     if (Handled) {
         BOOL  combineOK = TRUE;
-        if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
+        if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
+        {
             DWORD op2;
 
             if (isAlpha) {
@@ -2950,48 +2984,47 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
 }
 
 
-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];
-    BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
+static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+    BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
+    DWORD mapped_stage = stateblock->device->texUnitMap[stage];
+    const struct wined3d_gl_info *gl_info = context->gl_info;
 
     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;
-    }
+    /* Using a pixel shader? Don't care for anything here, the shader applying does it */
+    if (use_ps(stateblock)) 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 (tex_used && mapped_stage >= GL_LIMITS(textures)) {
-                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");
+    if (mapped_stage != WINED3D_UNMAPPED_STAGE)
+    {
+        if (tex_used && mapped_stage >= gl_info->limits.textures)
+        {
+            FIXME("Attempt to enable unsupported stage!\n");
             return;
         }
+        GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
+        checkGLcall("glActiveTextureARB");
     }
 
     if(stage >= stateblock->lowest_disabled_stage) {
         TRACE("Stage disabled\n");
-        if (mapped_stage != -1) {
+        if (mapped_stage != WINED3D_UNMAPPED_STAGE)
+        {
             /* Disable everything here */
             glDisable(GL_TEXTURE_2D);
             checkGLcall("glDisable(GL_TEXTURE_2D)");
             glDisable(GL_TEXTURE_3D);
             checkGLcall("glDisable(GL_TEXTURE_3D)");
-            if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
+            if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
+            {
                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
             }
-            if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
+            if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
+            {
                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
             }
@@ -3007,34 +3040,32 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
         if (tex_used) texture_activate_dimensions(stage, stateblock, context);
     }
 
-    set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
+    set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
                 stateblock->textureState[stage][WINED3DTSS_COLOROP],
                 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
                 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
                 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
 }
 
-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];
-    BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
+void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+    BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
+    DWORD mapped_stage = stateblock->device->texUnitMap[stage];
+    const struct wined3d_gl_info *gl_info = context->gl_info;
     DWORD op, arg1, arg2, arg0;
 
     TRACE("Setting alpha op for stage %d\n", stage);
     /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
-    if (mapped_stage != -1) {
-        if (GL_SUPPORT(ARB_MULTITEXTURE)) {
-            if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
-                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");
+    if (mapped_stage != WINED3D_UNMAPPED_STAGE)
+    {
+        if (tex_used && mapped_stage >= gl_info->limits.textures)
+        {
+            FIXME("Attempt to enable unsupported stage!\n");
             return;
         }
+        GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
+        checkGLcall("glActiveTextureARB");
     }
 
     op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
@@ -3042,50 +3073,63 @@ void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext
     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 || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
-        IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
+    if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
+    {
+        UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
 
-        if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
-           getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
+        if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
+        {
+            IWineD3DSurfaceImpl *surf;
 
-            /* 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. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
-             * draw things like translucent text and perform other blending effects.
-             *
-             * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
-             * behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
-             * OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
-             * (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
-             * wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
-             * (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
-             * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
-             * otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
-
-             * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
-             */
-            if(op == WINED3DTOP_DISABLE) {
-                arg1 = WINED3DTA_TEXTURE;
-                op = WINED3DTOP_SELECTARG1;
-            }
-            else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
-                if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
-                    arg2 = WINED3DTA_TEXTURE;
-                    op = WINED3DTOP_MODULATE;
-                }
-                else arg1 = WINED3DTA_TEXTURE;
-            }
-            else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
-                if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
+            surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
+
+            if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
+            {
+                /* 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. Aliens vs Predator 1 uses color keyed textures
+                 * and alpha component of diffuse color to draw things like translucent text and perform other
+                 * blending effects.
+                 *
+                 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
+                 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
+                 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
+                 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
+                 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
+                 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
+                 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
+                 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
+                 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
+                 * alpha.
+                 *
+                 * What to do with multitexturing? So far no app has been found that uses color keying with
+                 * multitexturing */
+                if (op == WINED3DTOP_DISABLE)
+                {
                     arg1 = WINED3DTA_TEXTURE;
-                    op = WINED3DTOP_MODULATE;
+                    op = WINED3DTOP_SELECTARG1;
+                }
+                else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
+                {
+                    if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
+                    {
+                        arg2 = WINED3DTA_TEXTURE;
+                        op = WINED3DTOP_MODULATE;
+                    }
+                    else arg1 = WINED3DTA_TEXTURE;
+                }
+                else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
+                {
+                    if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
+                    {
+                        arg1 = WINED3DTA_TEXTURE;
+                        op = WINED3DTOP_MODULATE;
+                    }
+                    else arg2 = WINED3DTA_TEXTURE;
                 }
-                else arg2 = WINED3DTA_TEXTURE;
             }
         }
     }
@@ -3094,119 +3138,117 @@ void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext
      * this if block here, and the other code(color keying, texture unit selection) are the same
      */
     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,
-                         stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
-    } else {
-        set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
-                    op, arg1, arg2, arg0);
+    if (gl_info->supported[NV_REGISTER_COMBINERS])
+    {
+        set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
+                mapped_stage, stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
+    }
+    else
+    {
+        set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
     }
 }
 
-static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
-    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
+static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+    DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
     BOOL generated;
     int coordIdx;
 
     /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
-    if(use_vs(stateblock->wineD3DDevice) ||
-       isStateDirty(context, STATE_VDECL)) {
+    if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
+    {
         TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
         return;
     }
 
-    if (mapped_stage == -1) return;
+    if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
+    if (mapped_stage >= context->gl_info->limits.textures) return;
 
-    if (GL_SUPPORT(ARB_MULTITEXTURE)) {
-        if(mapped_stage >= GL_LIMITS(textures)) {
-            return;
-        }
-        GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
-        checkGLcall("glActiveTextureARB");
-    } else if (mapped_stage > 0) {
-        /* We can't do anything here */
-        WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
-        return;
-    }
+    GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
+    checkGLcall("glActiveTextureARB");
     generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
     coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
 
     set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
-                        stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
-                        generated,
-                        context->last_was_rhw,
-                        stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwStride ?
-                            stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwType:
-                            WINED3DDECLTYPE_UNUSED,
-                        stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
+            stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
+            stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
+            ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
+            : WINED3DFMT_UNKNOWN,
+            stateblock->device->frag_pipe->ffp_proj_control);
 
     /* The sampler applying function calls us if this changes */
-    if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
+    if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
+    {
         if(generated) {
             FIXME("Non-power2 texture being used with generated texture coords\n");
         }
-        TRACE("Non power two matrix multiply fixup\n");
-        glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
+        /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
+           fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
+        if (!use_ps(stateblock)) {
+            TRACE("Non power two matrix multiply fixup\n");
+            glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
+        }
     }
 }
 
-static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
-    int texture_idx;
+static void unloadTexCoords(const struct wined3d_context *context)
+{
+    unsigned int texture_idx;
 
-    for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
+    for (texture_idx = 0; texture_idx < context->gl_info->limits.texture_stages; ++texture_idx)
+    {
         GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
     }
 }
 
-static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
-    UINT *offset = stateblock->streamOffset;
+static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
+        const struct wined3d_stream_info *si, GLuint *curVBO)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    const UINT *offset = stateblock->streamOffset;
     unsigned int mapped_stage = 0;
     unsigned int textureNo = 0;
 
-    /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
-    /* Abort if we don't support the extension. */
-    if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
-        FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
-        return;
-    }
-
-    for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
+    for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
+    {
         int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
 
-        mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
-        if (mapped_stage == -1) continue;
+        mapped_stage = stateblock->device->texUnitMap[textureNo];
+        if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
+
+        if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
+        {
+            const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
 
-        if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
             TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
-                    textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
+                    textureNo, mapped_stage, coordIdx, e->data);
 
-            if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
-                GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
+            if (*curVBO != e->buffer_object)
+            {
+                GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
                 checkGLcall("glBindBufferARB");
-                *curVBO = sd->u.s.texCoords[coordIdx].VBO;
+                *curVBO = e->buffer_object;
             }
 
             GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
             checkGLcall("glClientActiveTextureARB");
 
             /* 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]);
+            glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
+                    e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
         } else {
             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
         }
     }
-    if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
-        /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
-        for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
+    if (gl_info->supported[NV_REGISTER_COMBINERS])
+    {
+        /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
+        for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
+        {
             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
         }
     }
@@ -3214,63 +3256,55 @@ static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertex
     checkGLcall("loadTexCoords");
 }
 
-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) {
+static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+    DWORD mapped_stage = stateblock->device->texUnitMap[stage];
+    static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
+    static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
+    static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
+    static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+
+    if (mapped_stage == WINED3D_UNMAPPED_STAGE)
+    {
         TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
         return;
     }
 
-    if (GL_SUPPORT(ARB_MULTITEXTURE)) {
-        if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
-            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");
+    if (mapped_stage >= gl_info->limits.fragment_samplers)
+    {
+        WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
         return;
     }
+    GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
+    checkGLcall("glActiveTextureARB");
 
     /* 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.
+     * FIXME: When using generated texture coordinates, the index value is used to specify the 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
      */
+    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("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
+            break;
 
-    /*
-     * 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");
+        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 */
 
             glMatrixMode(GL_MODELVIEW);
             glPushMatrix();
@@ -3280,65 +3314,28 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
             glPopMatrix();
+            checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
 
-            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;
+            checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
 
-    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;
+            glEnable(GL_TEXTURE_GEN_S);
+            glEnable(GL_TEXTURE_GEN_T);
+            glEnable(GL_TEXTURE_GEN_R);
+            checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
 
-    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");
+            break;
+
+        case WINED3DTSS_TCI_CAMERASPACENORMAL:
+            /* Note that NV_TEXGEN_REFLECTION support is implied when
+             * ARB_TEXTURE_CUBE_MAP is supported */
+            if (!gl_info->supported[NV_TEXGEN_REFLECTION])
+            {
+                FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
+                break;
+            }
 
             glMatrixMode(GL_MODELVIEW);
             glPushMatrix();
@@ -3348,33 +3345,73 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
             glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
             glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
             glPopMatrix();
+            checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
+
+            glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
+            glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
+            glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
+            checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
 
             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)");
+            checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
+
+            break;
+
+        case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
+            /* Note that NV_TEXGEN_REFLECTION support is implied when
+             * ARB_TEXTURE_CUBE_MAP is supported */
+            if (!gl_info->supported[NV_TEXGEN_REFLECTION])
+            {
+                FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
+                break;
             }
-        }
-        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;
+            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();
+            checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
+
+            glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
+            glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
+            glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
+            checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
+
+            glEnable(GL_TEXTURE_GEN_S);
+            glEnable(GL_TEXTURE_GEN_T);
+            glEnable(GL_TEXTURE_GEN_R);
+            checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
+
+            break;
+
+        case WINED3DTSS_TCI_SPHEREMAP:
+            glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+            glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+            checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
+
+            glEnable(GL_TEXTURE_GEN_S);
+            glEnable(GL_TEXTURE_GEN_T);
+            glDisable(GL_TEXTURE_GEN_R);
+            checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
+
+            break;
+
+        default:
+            FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
+                    stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
+            glDisable(GL_TEXTURE_GEN_S);
+            glDisable(GL_TEXTURE_GEN_T);
+            glDisable(GL_TEXTURE_GEN_R);
+            glDisable(GL_TEXTURE_GEN_Q);
+            checkGLcall("Disable texgen.");
+
+            break;
     }
 
     /* Update the texture matrix */
@@ -3388,15 +3425,16 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
          * and do all the things linked to it
          * TODO: Tidy that up to reload only the arrays of the changed unit
          */
-        GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
+        GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
 
-        unloadTexCoords(stateblock);
-        loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
+        unloadTexCoords(context);
+        loadTexCoords(context, stateblock, &stateblock->device->strided_streams, &curVBO);
     }
 }
 
-static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
+static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    IWineD3DDeviceImpl *device = stateblock->device;
 
     /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
      * has an update pending
@@ -3406,14 +3444,16 @@ static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
        return;
     }
 
-    device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
+    device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
 }
 
-static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
+static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
 
-    if(stateblock->pixelShader && stage != 0 &&
-       ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
+    if (stateblock->pixelShader && stage != 0
+            && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
+    {
         /* The pixel shader has to know the luminance scale. Do a constants update if it
          * isn't scheduled anyway
          */
@@ -3424,42 +3464,39 @@ static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     }
 }
 
-static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    BOOL texIsPow2 = FALSE;
-    DWORD sampler = state - STATE_SAMPLER(0);
+static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    const DWORD sampler = state - STATE_SAMPLER(0);
     IWineD3DBaseTexture *texture = stateblock->textures[sampler];
 
+    TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
+
     if(!texture) return;
     /* 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
+     * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
      * scaling is reapplied or removed, the texture matrix has to be reapplied
      *
-     * The mapped stage is alrady active because the sampler() function below, which is part of the
+     * The mapped stage is already active because the sampler() function below, which is part of the
      * misc pipeline
      */
     if(sampler < MAX_TEXTURES) {
-        if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
-           stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
-            if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
-               ((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
-                texIsPow2 = TRUE;
-            }
-        } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
-            if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
-                texIsPow2 = TRUE;
-            }
-        }
+        const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
 
-        if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
-            context->lastWasPow2Texture[sampler] = texIsPow2;
-            transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
+        if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
+        {
+            if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
+            else context->lastWasPow2Texture &= ~(1 << sampler);
+            transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
+                    WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
         }
     }
 }
 
-static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     DWORD sampler = state - STATE_SAMPLER(0);
-    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
+    DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
+    const struct wined3d_gl_info *gl_info = context->gl_info;
     union {
         float f;
         DWORD d;
@@ -3470,29 +3507,29 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
      * only has to bind textures and set the per texture states
      */
 
-    if (mapped_stage == -1) {
+    if (mapped_stage == WINED3D_UNMAPPED_STAGE)
+    {
         TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
         return;
     }
 
-    if (GL_SUPPORT(ARB_MULTITEXTURE)) {
-        if (mapped_stage >= GL_LIMITS(combined_samplers)) {
-            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");
+    if (mapped_stage >= gl_info->limits.combined_samplers)
+    {
         return;
     }
+    GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
+    checkGLcall("glActiveTextureARB");
 
     if(stateblock->textures[sampler]) {
-        IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
-        IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler]);
-        IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
-
-        if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
+        BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
+        IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
+        tex_impl->baseTexture.internal_preload(stateblock->textures[sampler], srgb ? SRGB_SRGB : SRGB_RGB);
+        IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
+        basetexture_apply_state_changes(stateblock->textures[sampler],
+                stateblock->textureState[sampler], stateblock->samplerState[sampler], gl_info);
+
+        if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
+        {
             tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
             glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
                       GL_TEXTURE_LOD_BIAS_EXT,
@@ -3500,7 +3537,8 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
             checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
         }
 
-        if(!use_ps(stateblock->wineD3DDevice) && sampler < stateblock->lowest_disabled_stage) {
+        if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
+        {
             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
@@ -3508,7 +3546,17 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
             }
         }
-    } else if(mapped_stage < GL_LIMITS(textures)) {
+
+        /* Trigger shader constant reloading (for NP2 texcoord fixup) */
+        if (!tex_impl->baseTexture.pow2Matrix_identity)
+        {
+            IWineD3DDeviceImpl *d3ddevice = stateblock->device;
+            d3ddevice->shader_backend->shader_load_np2fixup_constants(
+                (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
+        }
+    }
+    else if (mapped_stage < gl_info->limits.textures)
+    {
         if(sampler < stateblock->lowest_disabled_stage) {
             /* TODO: What should I do with pixel shaders here ??? */
             if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
@@ -3518,31 +3566,16 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
             }
         } /* Otherwise tex_colorop disables the stage */
-        glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
-        checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
+        glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
+        checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
     }
 }
 
-void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
-
-    if (use_ps(device)) {
-        if(!context->last_was_pshader) {
-            state_fog(state, stateblock, context);
-        }
-        context->last_was_pshader = TRUE;
-    } else {
-        if(context->last_was_pshader) {
-            state_fog(state, stateblock, context);
-        }
-        context->last_was_pshader = FALSE;
-    }
-}
-
-void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
-    BOOL use_pshader = use_ps(device);
-    BOOL use_vshader = use_vs(device);
+void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    IWineD3DDeviceImpl *device = stateblock->device;
+    BOOL use_pshader = use_ps(stateblock);
+    BOOL use_vshader = use_vs(stateblock);
     int i;
 
     if (use_pshader) {
@@ -3556,14 +3589,12 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
                     sampler(STATE_SAMPLER(i), stateblock, context);
                 }
             }
+            context->last_was_pshader = TRUE;
         } 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.
@@ -3574,10 +3605,11 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
                         (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
             }
         }
+        context->last_was_pshader = FALSE;
     }
 
     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
-        device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
+        device->shader_backend->shader_select(context, use_pshader, use_vshader);
 
         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
@@ -3585,10 +3617,12 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
     }
 }
 
-static void shader_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)->baseShader.reg_maps.bumpmat[stage]) {
+static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+    if (stateblock->pixelShader && stage != 0
+            && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
+    {
         /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
          * anyway
          */
@@ -3599,25 +3633,8 @@ static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     }
 }
 
-static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
-    float mat[2][2];
-
-    if(stage >= GL_LIMITS(texture_stages)) {
-        WARN("Bump env matrix of unsupported stage set\n");
-    } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
-        GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
-        checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
-    }
-    mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
-    mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
-    mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
-    mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
-    GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI, (float *) mat));
-    checkGLcall("glTexBumpParameterfvATI");
-}
-
-static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *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
@@ -3633,10 +3650,13 @@ static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, Win
         checkGLcall("glLoadIdentity()");
     } else {
         /* In the general case, the view matrix is the identity matrix */
-        if (stateblock->wineD3DDevice->view_ident) {
+        if (stateblock->device->view_ident)
+        {
             glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
             checkGLcall("glLoadMatrixf");
-        } else {
+        }
+        else
+        {
             glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
             checkGLcall("glLoadMatrixf");
             glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
@@ -3645,17 +3665,30 @@ static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, Win
     }
 }
 
-static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     UINT index = state - STATE_CLIPPLANE(0);
 
-    if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
+    if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
+    {
         return;
     }
 
     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
-    glMatrixMode(GL_MODELVIEW);
-    glPushMatrix();
-    glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
+    if(!use_vs(stateblock)) {
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
+    } else {
+        /* with vertex shaders, clip planes are not transformed in direct3d,
+         * in OpenGL they are still transformed by the model view.
+         * Use this to swap the y coordinate if necessary
+         */
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        glLoadIdentity();
+        if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
+    }
 
     TRACE("Clipplane [%f,%f,%f,%f]\n",
           stateblock->clipplane[index][0],
@@ -3668,12 +3701,14 @@ static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
     glPopMatrix();
 }
 
-static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
     GLenum glMat;
     TRACE("Setting world matrix %d\n", matrix);
 
-    if(matrix >= GL_LIMITS(blends)) {
+    if (matrix >= context->gl_info->limits.blends)
+    {
         WARN("Unsupported blend matrix set\n");
         return;
     } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
@@ -3681,7 +3716,7 @@ static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     }
 
     /* GL_MODELVIEW0_ARB:  0x1700
-     * GL_MODELVIEW1_ARB:  0x0x850a
+     * GL_MODELVIEW1_ARB:  0x850a
      * GL_MODELVIEW2_ARB:  0x8722
      * GL_MODELVIEW3_ARB:  0x8723
      * etc
@@ -3696,18 +3731,22 @@ static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
      * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
      */
-    if(stateblock->wineD3DDevice->view_ident) {
+    if (stateblock->device->view_ident)
+    {
         glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
-        checkGLcall("glLoadMatrixf")
-    } else {
+        checkGLcall("glLoadMatrixf");
+    }
+    else
+    {
         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
-        checkGLcall("glLoadMatrixf")
+        checkGLcall("glLoadMatrixf");
         glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
-        checkGLcall("glMultMatrixf")
+        checkGLcall("glMultMatrixf");
     }
 }
 
-static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     static BOOL once = FALSE;
 
     switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
@@ -3726,7 +3765,8 @@ static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock,
     }
 }
 
-static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
 
     switch(val) {
@@ -3741,14 +3781,17 @@ static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, W
              */
             GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
 
-            if(!stateblock->wineD3DDevice->vertexBlendUsed) {
-                int i;
-                for(i = 1; i < GL_LIMITS(blends); i++) {
-                    if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
+            if (!stateblock->device->vertexBlendUsed)
+            {
+                unsigned int i;
+                for (i = 1; i < context->gl_info->limits.blends; ++i)
+                {
+                    if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
+                    {
                         transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
                     }
                 }
-                stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
+                stateblock->device->vertexBlendUsed = TRUE;
             }
             break;
 
@@ -3768,7 +3811,10 @@ static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     }
 }
 
-static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    const struct wined3d_light_info *light = NULL;
     unsigned int k;
 
     /* If we are changing the View matrix, reset the light and clipping planes to the new view
@@ -3777,15 +3823,14 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
      * NOTE2: Apparently texture transforms do NOT need reapplying
      */
 
-    PLIGHTINFOEL *light = NULL;
-
     glMatrixMode(GL_MODELVIEW);
     checkGLcall("glMatrixMode(GL_MODELVIEW)");
     glLoadMatrixf(&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++) {
+    for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
+    {
         light = stateblock->activeLights[k];
         if(!light) continue;
         glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
@@ -3795,7 +3840,8 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
     }
 
     /* Reset Clipping Planes  */
-    for (k = 0; k < GL_LIMITS(clipplanes); k++) {
+    for (k = 0; k < gl_info->limits.clipplanes; ++k)
+    {
         if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
             clipplane(STATE_CLIPPLANE(k), stateblock, context);
         }
@@ -3816,8 +3862,10 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
     }
 
     /* Avoid looping over a number of matrices if the app never used the functionality */
-    if(stateblock->wineD3DDevice->vertexBlendUsed) {
-        for(k = 1; k < GL_LIMITS(blends); k++) {
+    if (stateblock->device->vertexBlendUsed)
+    {
+        for (k = 1; k < gl_info->limits.blends; ++k)
+        {
             if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
                 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
             }
@@ -3825,7 +3873,8 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
     }
 }
 
-static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     glMatrixMode(GL_PROJECTION);
     checkGLcall("glMatrixMode(GL_PROJECTION)");
     glLoadIdentity();
@@ -3841,7 +3890,8 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
         minZ   = stateblock->viewport.MinZ;
         maxZ   = stateblock->viewport.MaxZ;
 
-        if(!stateblock->wineD3DDevice->untransformed) {
+        if (!stateblock->device->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
@@ -3864,7 +3914,8 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
              * problem either.
              */
             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
-            if(stateblock->wineD3DDevice->render_offscreen) {
+            if (context->render_offscreen)
+            {
                 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
             } else {
                 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
@@ -3878,7 +3929,8 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
              * replacement shader.
              */
             TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
-            if(stateblock->wineD3DDevice->render_offscreen) {
+            if (context->render_offscreen)
+            {
                 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
             } else {
                 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
@@ -3887,12 +3939,14 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
         checkGLcall("glOrtho");
 
         /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
-        glTranslatef(0.5, 0.5, 0);
-        checkGLcall("glTranslatef(0.5, 0.5, 0)");
+        glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
+        checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
+
         /* D3D texture coordinates are flipped compared to OpenGL ones, so
          * render everything upside down when rendering offscreen. */
-        if (stateblock->wineD3DDevice->render_offscreen) {
-            glScalef(1.0, -1.0, 1.0);
+        if (context->render_offscreen)
+        {
+            glScalef(1.0f, -1.0f, 1.0f);
             checkGLcall("glScalef");
         }
     } else {
@@ -3933,16 +3987,24 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
          * glScalef(1.0, flip, 2.0);
          */
 
-        if (stateblock->wineD3DDevice->render_offscreen) {
+        /* Translate by slightly less than a half pixel to force a top-left
+         * filling convention. We want the difference to be large enough that
+         * it doesn't get lost due to rounding inside the driver, but small
+         * enough to prevent it from interfering with any anti-aliasing. */
+        GLfloat xoffset = (63.0f / 64.0f) / stateblock->viewport.Width;
+        GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
+
+        if (context->render_offscreen)
+        {
             /* D3D texture coordinates are flipped compared to OpenGL ones, so
              * render everything upside down when rendering offscreen. */
-            glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
-            checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
-            glScalef(1.0, -1.0, 2.0);
+            glTranslatef(xoffset, -yoffset, -1.0f);
+            checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
+            glScalef(1.0f, -1.0f, 2.0f);
         } else {
-            glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
-            checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
-            glScalef(1.0, 1.0, 2.0);
+            glTranslatef(xoffset, yoffset, -1.0f);
+            checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
+            glScalef(1.0f, 1.0f, 2.0f);
         }
         checkGLcall("glScalef");
 
@@ -3952,26 +4014,39 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
 }
 
 /* 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) {
+static inline void unloadVertexData(const struct wined3d_context *context)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+
     glDisableClientState(GL_VERTEX_ARRAY);
     glDisableClientState(GL_NORMAL_ARRAY);
     glDisableClientState(GL_COLOR_ARRAY);
-    if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
+    if (gl_info->supported[EXT_SECONDARY_COLOR])
+    {
         glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
     }
-    if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
+    if (gl_info->supported[ARB_VERTEX_BLEND])
+    {
         glDisableClientState(GL_WEIGHT_ARRAY_ARB);
     }
-    unloadTexCoords(stateblock);
+    unloadTexCoords(context);
+}
+
+static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context, int i)
+{
+    GL_EXTCALL(glDisableVertexAttribArrayARB(i));
+    checkGLcall("glDisableVertexAttribArrayARB(reg)");
+
+    context->numbered_array_mask &= ~(1 << i);
 }
 
 /* This should match any arrays loaded in loadNumberedArrays
  * TODO: Only load / unload arrays if we have to.
  */
-static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
+static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     /* disable any attribs (this is the same for both GLSL and ARB modes) */
     GLint maxAttribs = 16;
     int i;
@@ -3982,162 +4057,175 @@ static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
     if (glGetError() != GL_NO_ERROR)
         maxAttribs = 16;
     for (i = 0; i < maxAttribs; ++i) {
-        GL_EXTCALL(glDisableVertexAttribArrayARB(i));
-        checkGLcall("glDisableVertexAttribArrayARB(reg)");
-        /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
-         * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
-         * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
-         * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
-         * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
-         */
-        GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
-        checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
+        unload_numbered_array(stateblock, context, i);
     }
 }
 
-static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
-    GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
+static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
+        const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
     int i;
-    UINT *offset = stateblock->streamOffset;
-    IWineD3DVertexBufferImpl *vb;
+    const UINT *offset = stateblock->streamOffset;
+    struct wined3d_buffer *vb;
     DWORD_PTR shift_index;
 
     /* Default to no instancing */
-    stateblock->wineD3DDevice->instancedDraw = FALSE;
+    stateblock->device->instancedDraw = FALSE;
 
     for (i = 0; i < MAX_ATTRIBS; i++) {
-
-        if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
+        if (!(stream_info->use_map & (1 << i)))
+        {
+            if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
             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;
+        if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
+        {
+            if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
+            stateblock->device->instancedDraw = TRUE;
             continue;
         }
 
-        TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
+        TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
 
-        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));
+        if (stream_info->elements[i].stride)
+        {
+            if (curVBO != stream_info->elements[i].buffer_object)
+            {
+                GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
                 checkGLcall("glBindBufferARB");
-                curVBO = strided->u.input[i].VBO;
+                curVBO = stream_info->elements[i].buffer_object;
             }
-            vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
+            vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
             /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
              * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
              * vbo we won't be load converted attributes anyway
              */
-            if(curVBO && vb->conv_shift) {
+            if (curVBO && vb->conversion_shift)
+            {
                 TRACE("Loading attribute from shifted buffer\n");
-                TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
-                TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
-                TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
-                shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
-                shift_index = shift_index % strided->u.input[i].dwStride;
-                GL_EXTCALL(glVertexAttribPointerARB(i,
-                                WINED3D_ATR_SIZE(strided->u.input[i].dwType),
-                                WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
-                                WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
-                                vb->conv_stride,
-
-                                strided->u.input[i].lpData + vb->conv_shift[shift_index] +
-                                stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
-                                offset[strided->u.input[i].streamNo]));
+                TRACE("Attrib %d has original stride %d, new stride %d\n",
+                        i, stream_info->elements[i].stride, vb->conversion_stride);
+                TRACE("Original offset %p, additional offset 0x%08x\n",
+                        stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
+                TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
+                shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
+                shift_index = shift_index % stream_info->elements[i].stride;
+                GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
+                        stream_info->elements[i].format_desc->gl_vtx_type,
+                        stream_info->elements[i].format_desc->gl_normalized,
+                        vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
+                        + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
+                        + offset[stream_info->elements[i].stream_idx]));
 
             } else {
-                GL_EXTCALL(glVertexAttribPointerARB(i,
-                                WINED3D_ATR_SIZE(strided->u.input[i].dwType),
-                                WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
-                                WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
-                                strided->u.input[i].dwStride,
-
-                                strided->u.input[i].lpData +
-                                stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
-                                offset[strided->u.input[i].streamNo]) );
-                }
-            GL_EXTCALL(glEnableVertexAttribArrayARB(i));
+                GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
+                        stream_info->elements[i].format_desc->gl_vtx_type,
+                        stream_info->elements[i].format_desc->gl_normalized,
+                        stream_info->elements[i].stride, stream_info->elements[i].data
+                        + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
+                        + offset[stream_info->elements[i].stream_idx]));
+            }
+
+            if (!(context->numbered_array_mask & (1 << i)))
+            {
+                GL_EXTCALL(glEnableVertexAttribArrayARB(i));
+                context->numbered_array_mask |= (1 << 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) {
-                vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
-                ptr += (long) vb->resource.allocatedMemory;
+            const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
+            if (stream_info->elements[i].buffer_object)
+            {
+                vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
+                ptr += (long) buffer_get_sysmem(vb);
             }
-            GL_EXTCALL(glDisableVertexAttribArrayARB(i));
 
-            switch(strided->u.input[i].dwType) {
-                case WINED3DDECLTYPE_FLOAT1:
-                    GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
+            if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
+
+            switch (stream_info->elements[i].format_desc->format)
+            {
+                case WINED3DFMT_R32_FLOAT:
+                    GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
                     break;
-                case WINED3DDECLTYPE_FLOAT2:
-                    GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
+                case WINED3DFMT_R32G32_FLOAT:
+                    GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
                     break;
-                case WINED3DDECLTYPE_FLOAT3:
-                    GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
+                case WINED3DFMT_R32G32B32_FLOAT:
+                    GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
                     break;
-                case WINED3DDECLTYPE_FLOAT4:
-                    GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
+                case WINED3DFMT_R32G32B32A32_FLOAT:
+                    GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
                     break;
 
-                case WINED3DDECLTYPE_UBYTE4:
+                case WINED3DFMT_R8G8B8A8_UINT:
                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
                     break;
-                case WINED3DDECLTYPE_UBYTE4N:
-                case WINED3DDECLTYPE_D3DCOLOR:
+                case WINED3DFMT_B8G8R8A8_UNORM:
+                    if (gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
+                    {
+                        const DWORD *src = (const DWORD *)ptr;
+                        DWORD c = *src & 0xff00ff00;
+                        c |= (*src & 0xff0000) >> 16;
+                        c |= (*src & 0xff) << 16;
+                        GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
+                        break;
+                    }
+                    /* else fallthrough */
+                case WINED3DFMT_R8G8B8A8_UNORM:
                     GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
                     break;
 
-                case WINED3DDECLTYPE_SHORT2:
-                    GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
+                case WINED3DFMT_R16G16_SINT:
+                    GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
                     break;
-                case WINED3DDECLTYPE_SHORT4:
-                    GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
+                case WINED3DFMT_R16G16B16A16_SINT:
+                    GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
                     break;
 
-                case WINED3DDECLTYPE_SHORT2N:
+                case WINED3DFMT_R16G16_SNORM:
                 {
-                    GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
+                    const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
                     GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
                     break;
                 }
-                case WINED3DDECLTYPE_USHORT2N:
+                case WINED3DFMT_R16G16_UNORM:
                 {
-                    GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
+                    const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
                     GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
                     break;
                 }
-                case WINED3DDECLTYPE_SHORT4N:
-                    GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
+                case WINED3DFMT_R16G16B16A16_SNORM:
+                    GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
                     break;
-                case WINED3DDECLTYPE_USHORT4N:
-                    GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
+                case WINED3DFMT_R16G16B16A16_UNORM:
+                    GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
                     break;
 
-                case WINED3DDECLTYPE_UDEC3:
+                case WINED3DFMT_R10G10B10A2_UINT:
                     FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
-                    /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
+                    /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
                     break;
-                case WINED3DDECLTYPE_DEC3N:
+                case WINED3DFMT_R10G10B10A2_SNORM:
                     FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
-                    /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
+                    /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
                     break;
 
-                case WINED3DDECLTYPE_FLOAT16_2:
+                case WINED3DFMT_R16G16_FLOAT:
                     /* 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:
+                case WINED3DFMT_R16G16B16A16_FLOAT:
                     FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
                     break;
 
-                case WINED3DDECLTYPE_UNUSED:
                 default:
                     ERR("Unexpected declaration in stride 0 attributes\n");
                     break;
@@ -4149,52 +4237,59 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi
 }
 
 /* Used from 2 different functions, and too big to justify making it inlined */
-static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
-    UINT *offset = stateblock->streamOffset;
-    GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
+static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
+        const struct wined3d_stream_info *si)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    const UINT *offset = stateblock->streamOffset;
+    GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
+    const struct wined3d_stream_info_element *e;
 
     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;
+    stateblock->device->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 ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
+            || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
+    {
+        e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
 
-        if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
-            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]);
+        if (gl_info->supported[ARB_VERTEX_BLEND])
+        {
+            TRACE("Blend %d %p %d\n", e->format_desc->component_count,
+                    e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
 
             glEnableClientState(GL_WEIGHT_ARRAY_ARB);
             checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
 
-            GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
+            GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
 
             VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
-                WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
+                WINED3D_ATR_FORMAT(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));
+            if (curVBO != e->buffer_object)
+            {
+                GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
                 checkGLcall("glBindBufferARB");
-                curVBO = sd->u.s.blendWeights.VBO;
+                curVBO = e->buffer_object;
             }
 
-            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]);
+            GL_EXTCALL(glWeightPointerARB)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
+                e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
 
             checkGLcall("glWeightPointerARB");
 
-            if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
-                static BOOL showfixme = TRUE;
-                if(showfixme){
+            if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
+            {
+                static BOOL warned;
+                if (!warned)
+                {
                     FIXME("blendMatrixIndices support\n");
-                    showfixme = FALSE;
+                    warned = TRUE;
                 }
             }
         } else {
@@ -4203,38 +4298,39 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
              */
             WARN("unsupported blending in openGl\n");
         }
-    } else {
-        if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
+    }
+    else
+    {
+        if (gl_info->supported[ARB_VERTEX_BLEND])
+        {
             static const GLbyte one = 1;
             GL_EXTCALL(glWeightbvARB(1, &one));
-            checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
+            checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
         }
     }
 
     /* Point Size ----------------------------------------------*/
-    if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
-
+    if (si->use_map & (1 << WINED3D_FFP_PSIZE))
+    {
         /* 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));
+    if (si->use_map & (1 << WINED3D_FFP_POSITION))
+    {
+        VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n", e->stride, e->size, e->data));
+
+        e = &si->elements[WINED3D_FFP_POSITION];
+        if (curVBO != e->buffer_object)
+        {
+            GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
             checkGLcall("glBindBufferARB");
-            curVBO = sd->u.s.position.VBO;
+            curVBO = e->buffer_object;
         }
 
-        /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
+        /* min(WINED3D_ATR_FORMAT(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 distorted textures in rhw mode.
            There's always the other option of fixing the view matrix to
@@ -4242,15 +4338,13 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
 
            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]);
+        if (!e->buffer_object)
+        {
+            glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
+                    e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
         } 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]);
+            glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
+                    e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
         }
         checkGLcall("glVertexPointer(...)");
         glEnableClientState(GL_VERTEX_ARRAY);
@@ -4258,20 +4352,19 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
     }
 
     /* 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));
+    if (si->use_map & (1 << WINED3D_FFP_NORMAL))
+    {
+        VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n", e->stride, e->data));
+
+        e = &si->elements[WINED3D_FFP_NORMAL];
+        if (curVBO != e->buffer_object)
+        {
+            GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
             checkGLcall("glBindBufferARB");
-            curVBO = sd->u.s.normal.VBO;
+            curVBO = e->buffer_object;
         }
-        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]);
+        glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
+                e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
         checkGLcall("glNormalPointer(...)");
         glEnableClientState(GL_NORMAL_ARRAY);
         checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
@@ -4290,22 +4383,20 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
     /* NOTE: Unless we write a vertex shader to swizzle 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 (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
+    {
+        VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
 
-        if(curVBO != sd->u.s.diffuse.VBO) {
-            GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
+        e = &si->elements[WINED3D_FFP_DIFFUSE];
+        if (curVBO != e->buffer_object)
+        {
+            GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
             checkGLcall("glBindBufferARB");
-            curVBO = sd->u.s.diffuse.VBO;
+            curVBO = e->buffer_object;
         }
 
-        glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
-                       WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
-                       sd->u.s.diffuse.dwStride,
-                       sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
+        glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
+                e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
         checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
         glEnableClientState(GL_COLOR_ARRAY);
         checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
@@ -4316,33 +4407,65 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
     }
 
     /* Specular Colour ------------------------------------------*/
-    if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
+    if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
+    {
         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));
+        VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
+
+        e = &si->elements[WINED3D_FFP_SPECULAR];
+        if (gl_info->supported[EXT_SECONDARY_COLOR])
+        {
+            GLenum type = e->format_desc->gl_vtx_type;
+            GLint format = e->format_desc->gl_vtx_format;
+
+            if (curVBO != e->buffer_object)
+            {
+                GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
                 checkGLcall("glBindBufferARB");
-                curVBO = sd->u.s.specular.VBO;
+                curVBO = e->buffer_object;
+            }
+
+            if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
+            {
+                /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
+                 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
+                 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
+                 * 4 component secondary colors use it
+                 */
+                GL_EXTCALL(glSecondaryColorPointerEXT)(format, type,
+                        e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
+                checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
+            }
+            else
+            {
+                switch(type)
+                {
+                    case GL_UNSIGNED_BYTE:
+                        GL_EXTCALL(glSecondaryColorPointerEXT)(3, GL_UNSIGNED_BYTE,
+                                e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
+                        checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
+                        break;
+
+                    default:
+                        FIXME("Add 4 component specular color pointers for type %x\n", type);
+                        /* Make sure that the right color component is dropped */
+                        GL_EXTCALL(glSecondaryColorPointerEXT)(3, type,
+                                e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
+                        checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
+                }
             }
-            GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
-                                                   WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
-                                                   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)");
+            checkGLcall("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)) {
+    }
+    else
+    {
+        if (gl_info->supported[EXT_SECONDARY_COLOR])
+        {
             GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
             checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
         } else {
@@ -4353,59 +4476,46 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
     }
 
     /* Texture coords -------------------------------------------*/
-    loadTexCoords(stateblock, sd, &curVBO);
+    loadTexCoords(context, stateblock, si, &curVBO);
 }
 
-static inline void drawPrimitiveTraceDataLocations(
-    WineDirect3DVertexStridedData *dataLocations) {
-
+static inline void drawPrimitiveTraceDataLocations(const struct wined3d_stream_info *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;
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_POSITION);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDWEIGHT);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDINDICES);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_NORMAL);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_PSIZE);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_DIFFUSE);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_SPECULAR);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD0);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD1);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD2);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD3);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD4);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD5);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD6);
+    TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD7);
 }
 
-static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
+static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    IWineD3DDeviceImpl *device = stateblock->device;
     BOOL fixup = FALSE;
-    WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
+    struct wined3d_stream_info *dataLocations = &device->strided_streams;
     BOOL useVertexShaderFunction;
+    BOOL load_numbered = FALSE;
+    BOOL load_named = FALSE;
 
-    if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
-        ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
-        useVertexShaderFunction = TRUE;
-    } else {
-        useVertexShaderFunction = FALSE;
-    }
-
+    useVertexShaderFunction = (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader) ? TRUE : FALSE;
 
     if(device->up_strided) {
         /* Note: this is a ddraw fixed-function code path */
         TRACE("================ Strided Input ===================\n");
-        memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
+        device_stream_info_from_strided(gl_info, device->up_strided, dataLocations);
 
         if(TRACE_ON(d3d)) {
             drawPrimitiveTraceDataLocations(dataLocations);
@@ -4417,90 +4527,78 @@ static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
          * don't set any declaration at all
          */
         TRACE("================ Vertex Declaration  ===================\n");
-        memset(dataLocations, 0, sizeof(*dataLocations));
-        primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
-                useVertexShaderFunction, dataLocations, &fixup);
+        device_stream_info_from_declaration(device, useVertexShaderFunction, dataLocations, &fixup);
     }
 
-    if (dataLocations->u.s.position_transformed) {
-        useVertexShaderFunction = FALSE;
-    }
-
-    /* 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 (dataLocations->position_transformed) useVertexShaderFunction = FALSE;
 
     if(useVertexShaderFunction) {
         if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
             TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
             device->useDrawStridedSlow = TRUE;
-            context->numberedArraysLoaded = FALSE;
         } else {
-            TRACE("Loading numbered arrays\n");
-            loadNumberedArrays(stateblock, dataLocations);
+            load_numbered = TRUE;
             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;
+    }
+    else
+    {
+        WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
+        slow_mask |= -!gl_info->supported[EXT_VERTEX_ARRAY_BGRA]
+                & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
+
+        if (fixup || (!dataLocations->position_transformed
+                && !(dataLocations->use_map & slow_mask)))
+        {
+            /* Load the vertex data using named arrays */
+            load_named = TRUE;
+            device->useDrawStridedSlow = FALSE;
+        }
+        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 && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
-        FIXME("Tweening is only valid with vertex shaders\n");
+    if (context->numberedArraysLoaded && !load_numbered)
+    {
+        unloadNumberedArrays(stateblock, context);
+        context->numberedArraysLoaded = FALSE;
+        context->numbered_array_mask = 0;
     }
-    if (!useVertexShaderFunction && BUFFER_OR_DATA(binormal)) {
-        FIXME("Binormal bump mapping is only valid with vertex shaders\n");
+    else if (context->namedArraysLoaded)
+    {
+        unloadVertexData(context);
+        context->namedArraysLoaded = FALSE;
+    }
+
+    if (load_numbered)
+    {
+        TRACE("Loading numbered arrays\n");
+        loadNumberedArrays(stateblock, dataLocations, context);
+        context->numberedArraysLoaded = TRUE;
     }
-    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");
+    else if (load_named)
+    {
+        TRACE("Loading vertex data\n");
+        loadVertexData(context, stateblock, dataLocations);
+        context->namedArraysLoaded = TRUE;
     }
-#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;
+static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    BOOL updateFog = FALSE;
+    BOOL useVertexShaderFunction = use_vs(stateblock);
+    BOOL usePixelShaderFunction = use_ps(stateblock);
+    IWineD3DDeviceImpl *device = stateblock->device;
     BOOL transformed;
-    /* Some stuff is in the device until we have per context tracking */
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
     BOOL wasrhw = context->last_was_rhw;
+    unsigned int i;
 
-    /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
-     * here simply check whether a shader was set, or the user disabled shaders
-     */
-    if (use_vs(device)) {
-        useVertexShaderFunction = TRUE;
-
-        if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
-            updateFog = TRUE;
-        }
-    } else if(context->last_was_foggy_shader) {
-        updateFog = TRUE;
-    }
-
-    transformed = device->strided_streams.u.s.position_transformed;
-    if (transformed) useVertexShaderFunction = FALSE;
-
+    transformed = device->strided_streams.position_transformed;
     if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
         updateFog = TRUE;
     }
@@ -4526,9 +4624,11 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
         /* 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;
-            device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
+        if (useVertexShaderFunction)
+        {
+            GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
+            device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
+            device->posFixup[3] = device->posFixup[1] * yoffset;
         }
     }
 
@@ -4565,32 +4665,36 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
             state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
         }
 
-        if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
-            state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
+        if(context->last_was_vshader) {
+            updateFog = TRUE;
+            if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
+                state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
+            }
+            for (i = 0; i < gl_info->limits.clipplanes; ++i)
+            {
+                clipplane(STATE_CLIPPLANE(i), stateblock, context);
+            }
         }
         if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
             state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), 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);
-
         if(!context->last_was_vshader) {
-            int i;
             static BOOL warned = FALSE;
-            /* Disable all clip planes to get defined results on all drivers. See comment in the
-             * state_clipping state handler
-             */
-            for(i = 0; i < GL_LIMITS(clipplanes); i++) {
-                glDisable(GL_CLIP_PLANE0 + i);
-                checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
-            }
+            if(!device->vs_clipping) {
+                /* Disable all clip planes to get defined results on all drivers. See comment in the
+                 * state_clipping state handler
+                 */
+                for (i = 0; i < gl_info->limits.clipplanes; ++i)
+                {
+                    glDisable(GL_CLIP_PLANE0 + i);
+                    checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
+                }
 
-            if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
-                FIXME("Clipping not supported with vertex shaders\n");
-                warned = TRUE;
+                if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
+                    FIXME("Clipping not supported with vertex shaders\n");
+                    warned = TRUE;
+                }
             }
             if(wasrhw) {
                 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
@@ -4605,6 +4709,16 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
                     transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
                 }
             }
+            updateFog = TRUE;
+
+            /* Vertex shader clipping ignores the view matrix. Update all clipplanes
+             * (Note: ARB shaders can read the clip planes for clipping emulation even if
+             * device->vs_clipping is false.
+             */
+            for (i = 0; i < gl_info->limits.clipplanes; ++i)
+            {
+                clipplane(STATE_CLIPPLANE(i), stateblock, context);
+            }
         }
     }
 
@@ -4612,7 +4726,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
      * application
      */
     if (!isStateDirty(context, STATE_PIXELSHADER)) {
-        device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
+        device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
 
         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
             shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
@@ -4622,7 +4736,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     context->last_was_vshader = useVertexShaderFunction;
 
     if(updateFog) {
-        state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
+        device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
     }
     if(!useVertexShaderFunction) {
         int i;
@@ -4634,33 +4748,40 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     }
 }
 
-static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
     UINT width, height;
-    IWineD3DSurfaceImpl *target;
+    WINED3DVIEWPORT vp = stateblock->viewport;
+
+    if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
+    if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
 
-    glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
+    glDepthRange(vp.MinZ, vp.MaxZ);
     checkGLcall("glDepthRange");
     /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
      */
-    if(stateblock->wineD3DDevice->render_offscreen) {
-        glViewport(stateblock->viewport.X,
-                   stateblock->viewport.Y,
-                   stateblock->viewport.Width, stateblock->viewport.Height);
+    if (context->render_offscreen)
+    {
+        glViewport(vp.X, vp.Y, vp.Width, vp.Height);
     } else {
-        target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
-        target->get_drawable_size(target, &width, &height);
+        target->get_drawable_size(context, &width, &height);
 
-        glViewport(stateblock->viewport.X,
-                   (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
-                   stateblock->viewport.Width, stateblock->viewport.Height);
+        glViewport(vp.X,
+                   (height - (vp.Y + vp.Height)),
+                   vp.Width, vp.Height);
     }
 
     checkGLcall("glViewport");
 }
 
-static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
-    stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
+static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
+
+    stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
+    stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
+
     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
     }
@@ -4669,16 +4790,17 @@ static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
     }
 }
 
-static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     UINT Index = state - STATE_ACTIVELIGHT(0);
-    PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
+    const struct wined3d_light_info *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};
+        float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
 
         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
         glMatrixMode(GL_MODELVIEW);
@@ -4710,9 +4832,9 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContex
         checkGLcall("glLightfv");
 
         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
-            quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
+            quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
         } else {
-            quad_att = 0; /*  0 or  MAX?  (0 seems to be ok) */
+            quad_att = 0.0f; /*  0 or  MAX?  (0 seems to be ok) */
         }
 
         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
@@ -4780,24 +4902,24 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContex
         glEnable(GL_LIGHT0 + Index);
         checkGLcall("glEnable(GL_LIGHT0 + Index)");
     }
-
-    return;
 }
 
-static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
     RECT *pRect = &stateblock->scissorRect;
     UINT height;
     UINT width;
-    IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
 
-    target->get_drawable_size(target, &width, &height);
+    target->get_drawable_size(context, &width, &height);
     /* 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
      */
-    TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
+    TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
           pRect->right - pRect->left, pRect->bottom - pRect->top);
 
-    if (stateblock->wineD3DDevice->render_offscreen) {
+    if (context->render_offscreen)
+    {
         glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
     } else {
         glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
@@ -4805,17 +4927,20 @@ static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
     checkGLcall("glScissor");
 }
 
-static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     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));
+        struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
+        GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
     }
 }
 
-static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    if(stateblock->wineD3DDevice->render_offscreen) {
+static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    if (context->render_offscreen)
+    {
         glFrontFace(GL_CCW);
         checkGLcall("glFrontFace(GL_CCW)");
     } else {
@@ -4825,720 +4950,693 @@ static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
 }
 
 const struct StateEntryTemplate misc_state_template[] = {
-    { STATE_RENDER(WINED3DRS_SRCBLEND),                   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
-    { STATE_RENDER(WINED3DRS_DESTBLEND),                  { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
-    { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
-    { STATE_RENDER(WINED3DRS_EDGEANTIALIAS),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
-    { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE),      { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
-    { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
-    { STATE_RENDER(WINED3DRS_SRCBLENDALPHA),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
-    { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
-    { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
-    { STATE_RENDER(WINED3DRS_BLENDOPALPHA),               { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, 0                               },
-    { STATE_STREAMSRC,                                    { STATE_VDECL,                                        streamsrc           }, 0                               },
-    { STATE_VDECL,                                        { STATE_VDECL,                                        streamsrc           }, 0                               },
-    { STATE_FRONTFACE,                                    { STATE_FRONTFACE,                                    frontface           }, 0                               },
-    { STATE_SCISSORRECT,                                  { STATE_SCISSORRECT,                                  scissorrect         }, 0                               },
+    { STATE_RENDER(WINED3DRS_SRCBLEND),                   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_DESTBLEND),                  { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_EDGEANTIALIAS),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE),      { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE),   { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_SRCBLENDALPHA),              { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_DESTBLENDALPHA),             { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_BLENDOPALPHA),               { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_blend         }, WINED3D_GL_EXT_NONE             },
+    { STATE_STREAMSRC,                                    { STATE_VDECL,                                        streamsrc           }, WINED3D_GL_EXT_NONE             },
+    { STATE_VDECL,                                        { STATE_VDECL,                                        streamsrc           }, WINED3D_GL_EXT_NONE             },
+    { STATE_FRONTFACE,                                    { STATE_FRONTFACE,                                    frontface           }, WINED3D_GL_EXT_NONE             },
+    { STATE_SCISSORRECT,                                  { STATE_SCISSORRECT,                                  scissorrect         }, WINED3D_GL_EXT_NONE             },
     /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
      * vshader loadings are untied from each other
      */
-    { STATE_VERTEXSHADERCONSTANT,                         { STATE_VERTEXSHADERCONSTANT,                         shaderconstant      }, 0                               },
-    { STATE_PIXELSHADERCONSTANT,                          { STATE_VERTEXSHADERCONSTANT,                         shaderconstant      }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, 0                               },
-
-    { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_miscpart   }, 0                               },
+    { STATE_VERTEXSHADERCONSTANT,                         { STATE_VERTEXSHADERCONSTANT,                         shaderconstant      }, WINED3D_GL_EXT_NONE             },
+    { STATE_PIXELSHADERCONSTANT,                          { STATE_VERTEXSHADERCONSTANT,                         shaderconstant      }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   }, WINED3D_GL_EXT_NONE             },
+
+    { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_miscpart   }, WINED3D_GL_EXT_NONE             },
     { STATE_INDEXBUFFER,                                  { STATE_INDEXBUFFER,                                  indexbuffer         }, ARB_VERTEX_BUFFER_OBJECT        },
-    { STATE_RENDER(WINED3DRS_ANTIALIAS),                  { STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     }, 0                               },
-    { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   }, 0                               },
-    { STATE_RENDER(WINED3DRS_ZENABLE),                    { STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAPU),                      { STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAPV),                      { STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         }, 0                               },
-    { STATE_RENDER(WINED3DRS_FILLMODE),                   { STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      }, 0                               },
-    { STATE_RENDER(WINED3DRS_SHADEMODE),                  { STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     }, 0                               },
-    { STATE_RENDER(WINED3DRS_LINEPATTERN),                { STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   }, 0                               },
-    { STATE_RENDER(WINED3DRS_MONOENABLE),                 { STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    }, 0                               },
-    { STATE_RENDER(WINED3DRS_ROP2),                       { STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          }, 0                               },
-    { STATE_RENDER(WINED3DRS_PLANEMASK),                  { STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     }, 0                               },
-    { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   }, 0                               },
-    { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, 0                               },
-    { STATE_RENDER(WINED3DRS_ALPHAREF),                   { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, 0                               },
-    { STATE_RENDER(WINED3DRS_ALPHAFUNC),                  { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, 0                               },
-    { STATE_RENDER(WINED3DRS_COLORKEYENABLE),             { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, 0                               },
-    { STATE_RENDER(WINED3DRS_LASTPIXEL),                  { STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     }, 0                               },
-    { STATE_RENDER(WINED3DRS_CULLMODE),                   { STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      }, 0                               },
-    { STATE_RENDER(WINED3DRS_ZFUNC),                      { STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         }, 0                               },
-    { STATE_RENDER(WINED3DRS_DITHERENABLE),               { STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  }, 0                               },
-    { STATE_RENDER(WINED3DRS_SUBPIXEL),                   { STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      }, 0                               },
-    { STATE_RENDER(WINED3DRS_SUBPIXELX),                  { STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     }, 0                               },
-    { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha }, 0                               },
-    { STATE_RENDER(WINED3DRS_ZBIAS),                      { STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         }, 0                               },
-    { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable }, 0                               },
-    { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias }, 0                               },
-    { STATE_RENDER(WINED3DRS_ANISOTROPY),                 { STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    }, 0                               },
-    { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    }, 0                               },
-    { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, 0                               },
-    { STATE_RENDER(WINED3DRS_STENCILENABLE),              { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
-    { STATE_RENDER(WINED3DRS_STENCILFAIL),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
-    { STATE_RENDER(WINED3DRS_STENCILZFAIL),               { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
-    { STATE_RENDER(WINED3DRS_STENCILPASS),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
-    { STATE_RENDER(WINED3DRS_STENCILFUNC),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
-    { STATE_RENDER(WINED3DRS_STENCILREF),                 { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
-    { STATE_RENDER(WINED3DRS_STENCILMASK),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
+    { STATE_RENDER(WINED3DRS_ANTIALIAS),                  { STATE_RENDER(WINED3DRS_ANTIALIAS),                  state_antialias     }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE),         state_perspective   }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ZENABLE),                    { STATE_RENDER(WINED3DRS_ZENABLE),                    state_zenable       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAPU),                      { STATE_RENDER(WINED3DRS_WRAPU),                      state_wrapu         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAPV),                      { STATE_RENDER(WINED3DRS_WRAPV),                      state_wrapv         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_FILLMODE),                   { STATE_RENDER(WINED3DRS_FILLMODE),                   state_fillmode      }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_SHADEMODE),                  { STATE_RENDER(WINED3DRS_SHADEMODE),                  state_shademode     }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_LINEPATTERN),                { STATE_RENDER(WINED3DRS_LINEPATTERN),                state_linepattern   }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_MONOENABLE),                 { STATE_RENDER(WINED3DRS_MONOENABLE),                 state_monoenable    }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ROP2),                       { STATE_RENDER(WINED3DRS_ROP2),                       state_rop2          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_PLANEMASK),                  { STATE_RENDER(WINED3DRS_PLANEMASK),                  state_planemask     }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               { STATE_RENDER(WINED3DRS_ZWRITEENABLE),               state_zwritenable   }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ALPHAREF),                   { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ALPHAFUNC),                  { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_COLORKEYENABLE),             { STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_alpha         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_LASTPIXEL),                  { STATE_RENDER(WINED3DRS_LASTPIXEL),                  state_lastpixel     }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_CULLMODE),                   { STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ZFUNC),                      { STATE_RENDER(WINED3DRS_ZFUNC),                      state_zfunc         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_DITHERENABLE),               { STATE_RENDER(WINED3DRS_DITHERENABLE),               state_ditherenable  }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_SUBPIXEL),                   { STATE_RENDER(WINED3DRS_SUBPIXEL),                   state_subpixel      }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_SUBPIXELX),                  { STATE_RENDER(WINED3DRS_SUBPIXELX),                  state_subpixelx     }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              { STATE_RENDER(WINED3DRS_STIPPLEDALPHA),              state_stippledalpha }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ZBIAS),                      { STATE_RENDER(WINED3DRS_ZBIAS),                      state_zbias         }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              { STATE_RENDER(WINED3DRS_STIPPLEENABLE),              state_stippleenable }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS),              state_mipmaplodbias }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ANISOTROPY),                 { STATE_RENDER(WINED3DRS_ANISOTROPY),                 state_anisotropy    }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 { STATE_RENDER(WINED3DRS_FLUSHBATCH),                 state_flushbatch    }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_STENCILENABLE),              { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_STENCILFAIL),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_STENCILZFAIL),               { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_STENCILPASS),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_STENCILFUNC),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_STENCILREF),                 { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_STENCILMASK),                { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE            },
-    { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  }, 0                               },
-    { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE),        { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
-    { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
-    { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL),           { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
-    { STATE_RENDER(WINED3DRS_CCW_STENCILPASS),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
-    { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP0),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP1),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP2),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP3),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP4),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP5),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP6),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP7),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP8),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP9),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP10),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP11),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP12),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP13),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP14),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_WRAP15),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, 0                               },
-    { STATE_RENDER(WINED3DRS_EXTENTS),                    { STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       }, 0                               },
-    { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     }, 0                               },
-    { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle}, 0                               },
-    { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments }, 0                               },
-    { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree}, 0                               },
-    { STATE_RENDER(WINED3DRS_NORMALDEGREE),               { STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  }, 0                               },
-    { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
-    { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
-    { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
-    { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
-    { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
-    { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
-    { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, 0                               },
+    { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           { STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE),        { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL),           { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_CCW_STENCILPASS),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC),            { STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP0),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP1),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP2),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP3),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP4),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP5),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP6),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP7),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP8),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP9),                      { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP10),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP11),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP12),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP13),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP14),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_WRAP15),                     { STATE_RENDER(WINED3DRS_WRAP0),                      state_wrap          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_EXTENTS),                    { STATE_RENDER(WINED3DRS_EXTENTS),                    state_extents       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE),        state_ckeyblend     }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING),   { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING),   state_swvp          }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE),             state_patchedgestyle}, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              { STATE_RENDER(WINED3DRS_PATCHSEGMENTS),              state_patchsegments }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             { STATE_RENDER(WINED3DRS_POSITIONDEGREE),             state_positiondegree}, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_NORMALDEGREE),               { STATE_RENDER(WINED3DRS_NORMALDEGREE),               state_normaldegree  }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL),       { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W),             { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation  }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_msaa          }, ARB_MULTISAMPLE                 },
-    { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_msaa_w        }, 0                               },
-    { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask }, 0                               },
-    { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, 0                               },
+    { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS),       state_msaa_w        }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK),            state_multisampmask }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN),          { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN),          state_debug_monitor }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3DRS_BLENDOP),                    { STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop       }, EXT_BLEND_MINMAX                },
-    { STATE_RENDER(WINED3DRS_BLENDOP),                    { STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop_w     }, 0                               },
-    { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       }, 0                               },
-    { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS),        { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     }, 0                               },
-    { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, 0                               },
-    { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, 0                               },
-    { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, 0                               },
+    { STATE_RENDER(WINED3DRS_BLENDOP),                    { STATE_RENDER(WINED3DRS_BLENDOP),                    state_blendop_w     }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE),          state_scissor       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS),        { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3),          { STATE_RENDER(WINED3DRS_COLORWRITEENABLE),           state_colorwrite    }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3DRS_BLENDFACTOR),                { STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor   }, EXT_BLEND_COLOR                 },
-    { STATE_RENDER(WINED3DRS_BLENDFACTOR),                { STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor_w }, 0                               },
-    { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     }, 0                               },
+    { STATE_RENDER(WINED3DRS_BLENDFACTOR),                { STATE_RENDER(WINED3DRS_BLENDFACTOR),                state_blendfactor_w }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  { STATE_RENDER(WINED3DRS_DEPTHBIAS),                  state_depthbias     }, WINED3D_GL_EXT_NONE             },
     /* Samplers */
-    { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler             }, 0                               },
-    { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler             }, 0                               },
-    { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler             }, 0                               },
-    { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler             }, 0                               },
-    { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler             }, 0                               },
-    { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler             }, 0                               },
-    { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler             }, 0                               },
-    { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler             }, 0                               },
-    { STATE_SAMPLER(8),                                   { STATE_SAMPLER(8),                                   sampler             }, 0                               },
-    { STATE_SAMPLER(9),                                   { STATE_SAMPLER(9),                                   sampler             }, 0                               },
-    { STATE_SAMPLER(10),                                  { STATE_SAMPLER(10),                                  sampler             }, 0                               },
-    { STATE_SAMPLER(11),                                  { STATE_SAMPLER(11),                                  sampler             }, 0                               },
-    { STATE_SAMPLER(12),                                  { STATE_SAMPLER(12),                                  sampler             }, 0                               },
-    { STATE_SAMPLER(13),                                  { STATE_SAMPLER(13),                                  sampler             }, 0                               },
-    { STATE_SAMPLER(14),                                  { STATE_SAMPLER(14),                                  sampler             }, 0                               },
-    { STATE_SAMPLER(15),                                  { STATE_SAMPLER(15),                                  sampler             }, 0                               },
-    { STATE_SAMPLER(16), /* Vertex sampler 0 */           { STATE_SAMPLER(16),                                  sampler             }, 0                               },
-    { STATE_SAMPLER(17), /* Vertex sampler 1 */           { STATE_SAMPLER(17),                                  sampler             }, 0                               },
-    { STATE_SAMPLER(18), /* Vertex sampler 2 */           { STATE_SAMPLER(18),                                  sampler             }, 0                               },
-    { STATE_SAMPLER(19), /* Vertex sampler 3 */           { STATE_SAMPLER(19),                                  sampler             }, 0                               },
-    {0 /* Terminate */,                                   { 0,                                                  0                   }, 0                               },
+    { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(8),                                   { STATE_SAMPLER(8),                                   sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(9),                                   { STATE_SAMPLER(9),                                   sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(10),                                  { STATE_SAMPLER(10),                                  sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(11),                                  { STATE_SAMPLER(11),                                  sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(12),                                  { STATE_SAMPLER(12),                                  sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(13),                                  { STATE_SAMPLER(13),                                  sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(14),                                  { STATE_SAMPLER(14),                                  sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(15),                                  { STATE_SAMPLER(15),                                  sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(16), /* Vertex sampler 0 */           { STATE_SAMPLER(16),                                  sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(17), /* Vertex sampler 1 */           { STATE_SAMPLER(17),                                  sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(18), /* Vertex sampler 2 */           { STATE_SAMPLER(18),                                  sampler             }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(19), /* Vertex sampler 3 */           { STATE_SAMPLER(19),                                  sampler             }, WINED3D_GL_EXT_NONE             },
+    {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
 };
 
 const struct StateEntryTemplate ffp_vertexstate_template[] = {
-    { STATE_VDECL,                                        { STATE_VDECL,                                        vertexdeclaration   }, 0                               },
-    { STATE_VSHADER,                                      { STATE_VDECL,                                        vertexdeclaration   }, 0                               },
-    { STATE_MATERIAL,                                     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable}, 0                               },
-    { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable}, 0                               },
+    { STATE_VDECL,                                        { STATE_VDECL,                                        vertexdeclaration   }, WINED3D_GL_EXT_NONE             },
+    { STATE_VSHADER,                                      { STATE_VDECL,                                        vertexdeclaration   }, WINED3D_GL_EXT_NONE             },
+    { STATE_MATERIAL,                                     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable}, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_specularenable}, WINED3D_GL_EXT_NONE             },
       /* Clip planes */
-    { STATE_CLIPPLANE(0),                                 { STATE_CLIPPLANE(0),                                 clipplane           }, 0                               },
-    { STATE_CLIPPLANE(1),                                 { STATE_CLIPPLANE(1),                                 clipplane           }, 0                               },
-    { STATE_CLIPPLANE(2),                                 { STATE_CLIPPLANE(2),                                 clipplane           }, 0                               },
-    { STATE_CLIPPLANE(3),                                 { STATE_CLIPPLANE(3),                                 clipplane           }, 0                               },
-    { STATE_CLIPPLANE(4),                                 { STATE_CLIPPLANE(4),                                 clipplane           }, 0                               },
-    { STATE_CLIPPLANE(5),                                 { STATE_CLIPPLANE(5),                                 clipplane           }, 0                               },
-    { STATE_CLIPPLANE(6),                                 { STATE_CLIPPLANE(6),                                 clipplane           }, 0                               },
-    { STATE_CLIPPLANE(7),                                 { STATE_CLIPPLANE(7),                                 clipplane           }, 0                               },
-    { STATE_CLIPPLANE(8),                                 { STATE_CLIPPLANE(8),                                 clipplane           }, 0                               },
-    { STATE_CLIPPLANE(9),                                 { STATE_CLIPPLANE(9),                                 clipplane           }, 0                               },
-    { STATE_CLIPPLANE(10),                                { STATE_CLIPPLANE(10),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(11),                                { STATE_CLIPPLANE(11),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(12),                                { STATE_CLIPPLANE(12),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(13),                                { STATE_CLIPPLANE(13),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(14),                                { STATE_CLIPPLANE(14),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(15),                                { STATE_CLIPPLANE(15),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(16),                                { STATE_CLIPPLANE(16),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(17),                                { STATE_CLIPPLANE(17),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(18),                                { STATE_CLIPPLANE(18),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(19),                                { STATE_CLIPPLANE(19),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(20),                                { STATE_CLIPPLANE(20),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(21),                                { STATE_CLIPPLANE(21),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(22),                                { STATE_CLIPPLANE(22),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(23),                                { STATE_CLIPPLANE(23),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(24),                                { STATE_CLIPPLANE(24),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(25),                                { STATE_CLIPPLANE(25),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(26),                                { STATE_CLIPPLANE(26),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(27),                                { STATE_CLIPPLANE(27),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(28),                                { STATE_CLIPPLANE(28),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(29),                                { STATE_CLIPPLANE(29),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(30),                                { STATE_CLIPPLANE(30),                                clipplane           }, 0                               },
-    { STATE_CLIPPLANE(31),                                { STATE_CLIPPLANE(31),                                clipplane           }, 0                               },
+    { STATE_CLIPPLANE(0),                                 { STATE_CLIPPLANE(0),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(1),                                 { STATE_CLIPPLANE(1),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(2),                                 { STATE_CLIPPLANE(2),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(3),                                 { STATE_CLIPPLANE(3),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(4),                                 { STATE_CLIPPLANE(4),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(5),                                 { STATE_CLIPPLANE(5),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(6),                                 { STATE_CLIPPLANE(6),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(7),                                 { STATE_CLIPPLANE(7),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(8),                                 { STATE_CLIPPLANE(8),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(9),                                 { STATE_CLIPPLANE(9),                                 clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(10),                                { STATE_CLIPPLANE(10),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(11),                                { STATE_CLIPPLANE(11),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(12),                                { STATE_CLIPPLANE(12),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(13),                                { STATE_CLIPPLANE(13),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(14),                                { STATE_CLIPPLANE(14),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(15),                                { STATE_CLIPPLANE(15),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(16),                                { STATE_CLIPPLANE(16),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(17),                                { STATE_CLIPPLANE(17),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(18),                                { STATE_CLIPPLANE(18),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(19),                                { STATE_CLIPPLANE(19),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(20),                                { STATE_CLIPPLANE(20),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(21),                                { STATE_CLIPPLANE(21),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(22),                                { STATE_CLIPPLANE(22),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(23),                                { STATE_CLIPPLANE(23),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(24),                                { STATE_CLIPPLANE(24),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(25),                                { STATE_CLIPPLANE(25),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(26),                                { STATE_CLIPPLANE(26),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(27),                                { STATE_CLIPPLANE(27),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(28),                                { STATE_CLIPPLANE(28),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(29),                                { STATE_CLIPPLANE(29),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(30),                                { STATE_CLIPPLANE(30),                                clipplane           }, WINED3D_GL_EXT_NONE             },
+    { STATE_CLIPPLANE(31),                                { STATE_CLIPPLANE(31),                                clipplane           }, WINED3D_GL_EXT_NONE             },
       /* Lights */
-    { STATE_ACTIVELIGHT(0),                               { STATE_ACTIVELIGHT(0),                               light               }, 0                               },
-    { STATE_ACTIVELIGHT(1),                               { STATE_ACTIVELIGHT(1),                               light               }, 0                               },
-    { STATE_ACTIVELIGHT(2),                               { STATE_ACTIVELIGHT(2),                               light               }, 0                               },
-    { STATE_ACTIVELIGHT(3),                               { STATE_ACTIVELIGHT(3),                               light               }, 0                               },
-    { STATE_ACTIVELIGHT(4),                               { STATE_ACTIVELIGHT(4),                               light               }, 0                               },
-    { STATE_ACTIVELIGHT(5),                               { STATE_ACTIVELIGHT(5),                               light               }, 0                               },
-    { STATE_ACTIVELIGHT(6),                               { STATE_ACTIVELIGHT(6),                               light               }, 0                               },
-    { STATE_ACTIVELIGHT(7),                               { STATE_ACTIVELIGHT(7),                               light               }, 0                               },
+    { STATE_ACTIVELIGHT(0),                               { STATE_ACTIVELIGHT(0),                               light               }, WINED3D_GL_EXT_NONE             },
+    { STATE_ACTIVELIGHT(1),                               { STATE_ACTIVELIGHT(1),                               light               }, WINED3D_GL_EXT_NONE             },
+    { STATE_ACTIVELIGHT(2),                               { STATE_ACTIVELIGHT(2),                               light               }, WINED3D_GL_EXT_NONE             },
+    { STATE_ACTIVELIGHT(3),                               { STATE_ACTIVELIGHT(3),                               light               }, WINED3D_GL_EXT_NONE             },
+    { STATE_ACTIVELIGHT(4),                               { STATE_ACTIVELIGHT(4),                               light               }, WINED3D_GL_EXT_NONE             },
+    { STATE_ACTIVELIGHT(5),                               { STATE_ACTIVELIGHT(5),                               light               }, WINED3D_GL_EXT_NONE             },
+    { STATE_ACTIVELIGHT(6),                               { STATE_ACTIVELIGHT(6),                               light               }, WINED3D_GL_EXT_NONE             },
+    { STATE_ACTIVELIGHT(7),                               { STATE_ACTIVELIGHT(7),                               light               }, WINED3D_GL_EXT_NONE             },
     /* Viewport */
-    { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_vertexpart }, 0                               },
+    { STATE_VIEWPORT,                                     { STATE_VIEWPORT,                                     viewport_vertexpart }, WINED3D_GL_EXT_NONE             },
       /* Transform states follow                    */
-    { STATE_TRANSFORM(WINED3DTS_VIEW),                    { STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_PROJECTION),              { STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection}, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE0),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE1),                { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE2),                { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE3),                { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE4),                { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE5),                { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE6),                { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE7),                { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        transform_world     }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   }, 0                               },
-    { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
-    { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
-    { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
-    { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
-    { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
-    { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
-    { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
-    { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, 0                               },
+    { STATE_TRANSFORM(WINED3DTS_VIEW),                    { STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_PROJECTION),              { STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection}, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE0),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE1),                { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE2),                { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE3),                { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE4),                { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE5),                { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE6),                { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE7),                { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        transform_world     }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  3)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  4)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  5)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  6)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  7)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  8)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  9)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_worldex   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture   }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX),    tex_coordindex      }, WINED3D_GL_EXT_NONE             },
       /* Fog */
-    { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
-    { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
-    { STATE_RENDER(WINED3DRS_FOGSTART),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
-    { STATE_RENDER(WINED3DRS_FOGEND),                     { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
-    { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog           }, 0                               },
-    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      }, 0                               },
-    { STATE_RENDER(WINED3DRS_FOGDENSITY),                 { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    }, 0                               },
+    { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_vertexpart}, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_vertexpart}, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_vertexpart}, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog      }, NV_FOG_DISTANCE                 },
-    { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog_w    }, 0                               },
-    { STATE_RENDER(WINED3DRS_CLIPPING),                   { STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      }, 0                               },
-    { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE),            { STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      }, 0                               },
-    { STATE_RENDER(WINED3DRS_LIGHTING),                   { STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      }, 0                               },
-    { STATE_RENDER(WINED3DRS_AMBIENT),                    { STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       }, 0                               },
-    { STATE_RENDER(WINED3DRS_COLORVERTEX),                { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
-    { STATE_RENDER(WINED3DRS_LOCALVIEWER),                { STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   }, 0                               },
-    { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     }, 0                               },
-    { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
-    { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
-    { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
-    { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, 0                               },
+    { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             { STATE_RENDER(WINED3DRS_RANGEFOGENABLE),             state_rangefog_w    }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_CLIPPING),                   { STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE),            { STATE_RENDER(WINED3DRS_CLIPPING),                   state_clipping      }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_LIGHTING),                   { STATE_RENDER(WINED3DRS_LIGHTING),                   state_lighting      }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_AMBIENT),                    { STATE_RENDER(WINED3DRS_AMBIENT),                    state_ambient       }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_COLORVERTEX),                { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_LOCALVIEWER),                { STATE_RENDER(WINED3DRS_LOCALVIEWER),                state_localviewer   }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           { STATE_RENDER(WINED3DRS_NORMALIZENORMALS),           state_normalize     }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE),      { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE),     { STATE_RENDER(WINED3DRS_COLORVERTEX),                state_colormat      }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3DRS_VERTEXBLEND),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend   }, ARB_VERTEX_BLEND                },
-    { STATE_RENDER(WINED3DRS_VERTEXBLEND),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend_w }, 0                               },
-    { STATE_RENDER(WINED3DRS_POINTSIZE),                  { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
+    { STATE_RENDER(WINED3DRS_VERTEXBLEND),                { STATE_RENDER(WINED3DRS_VERTEXBLEND),                state_vertexblend_w }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_POINTSIZE),                  { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_arb  }, ARB_POINT_PARAMETERS            },
     { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_ext  }, EXT_POINT_PARAMETERS            },
-    { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_w    }, 0                               },
+    { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_w    }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite   }, ARB_POINT_SPRITE                },
-    { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite_w }, 0                               },
-    { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
-    { STATE_RENDER(WINED3DRS_POINTSCALE_A),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
-    { STATE_RENDER(WINED3DRS_POINTSCALE_B),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
-    { STATE_RENDER(WINED3DRS_POINTSCALE_C),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, 0                               },
-    { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              state_psizemax_arb  }, ARB_POINT_PARAMETERS            },
-    { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              state_psizemax_ext  }, EXT_POINT_PARAMETERS            },
-    { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              state_psizemax_w    }, 0                               },
-    /* pixel shaders need a different fog input */
-    { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pshader_fog   }, 0                               },
+    { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE),          state_pointsprite_w }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_POINTSCALE_A),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_POINTSCALE_B),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_POINTSCALE_C),               { STATE_RENDER(WINED3DRS_POINTSCALEENABLE),           state_pscale        }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_arb  }, ARB_POINT_PARAMETERS            },
+    { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_ext  }, EXT_POINT_PARAMETERS            },
+    { STATE_RENDER(WINED3DRS_POINTSIZE_MAX),              { STATE_RENDER(WINED3DRS_POINTSIZE_MIN),              state_psizemin_w    }, WINED3D_GL_EXT_NONE             },
     /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
      * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
      * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
      */
     { STATE_SAMPLER(0),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
     { STATE_SAMPLER(0),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
-    { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texmatrix   }, 0                               },
+    { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
     { STATE_SAMPLER(1),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
     { STATE_SAMPLER(1),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
-    { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texmatrix   }, 0                               },
+    { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
     { STATE_SAMPLER(2),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
     { STATE_SAMPLER(2),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
-    { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texmatrix   }, 0                               },
+    { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
     { STATE_SAMPLER(3),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
     { STATE_SAMPLER(3),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
-    { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texmatrix   }, 0                               },
+    { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
     { STATE_SAMPLER(4),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
     { STATE_SAMPLER(4),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
-    { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texmatrix   }, 0                               },
+    { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
     { STATE_SAMPLER(5),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
     { STATE_SAMPLER(5),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
-    { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texmatrix   }, 0                               },
+    { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
     { STATE_SAMPLER(6),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
     { STATE_SAMPLER(6),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
-    { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texmatrix   }, 0                               },
+    { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
     { STATE_SAMPLER(7),                                   { 0,                                                  NULL                }, ARB_TEXTURE_NON_POWER_OF_TWO    },
     { STATE_SAMPLER(7),                                   { 0,                                                  NULL                }, WINE_NORMALIZED_TEXRECT         },
-    { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texmatrix   }, 0                               },
-    {0 /* Terminate */,                                   { 0,                                                  0                   }, 0                               },
+    { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texmatrix   }, WINED3D_GL_EXT_NONE             },
+    {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
 };
 
 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      }, ATI_ENVMAP_BUMPMAP              },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, 0                               },
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, 0                               },
-    { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, 0                               },
-    { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  apply_pixelshader   }, 0                               },
-    { STATE_RENDER(WINED3DRS_BORDERCOLOR),                { STATE_RENDER(WINED3DRS_BORDERCOLOR),                state_bordercolor   }, 0                               },
-    { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     }, 0                               },
-    { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, 0                               },
-    { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, 0                               },
-    { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, 0                               },
-    { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, 0                               },
-    { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, 0                               },
-    { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, 0                               },
-    { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, 0                               },
-    { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, 0                               },
-    {0 /* Terminate */,                                   { 0,                                                  0                   }, 0                               },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         }, WINED3D_GL_EXT_NONE             },
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT),         { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl          }, WINED3D_GL_EXT_NONE             },
+    { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_BORDERCOLOR),                { STATE_RENDER(WINED3DRS_BORDERCOLOR),                state_bordercolor   }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_FOGDENSITY),                 { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_FOGSTART),                   { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend   }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3DRS_FOGEND),                     { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend   }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
+    { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
+    {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
 };
 #undef GLINFO_LOCATION
 
-#define GLINFO_LOCATION (*gl_info)
+/* Context activation is done by the caller. */
 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
 
-static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) {
+static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype,
+        const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
+{
     pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD         |
                             WINED3DTEXOPCAPS_ADDSIGNED   |
                             WINED3DTEXOPCAPS_ADDSIGNED2X |
@@ -5549,9 +5647,10 @@ static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_in
                             WINED3DTEXOPCAPS_SELECTARG2  |
                             WINED3DTEXOPCAPS_DISABLE;
 
-    if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
-        GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
-        GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
+    if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
+            || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
+            || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
+    {
         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA  |
                                 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA  |
                                 WINED3DTEXOPCAPS_BLENDFACTORALPHA   |
@@ -5559,29 +5658,40 @@ static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_in
                                 WINED3DTEXOPCAPS_LERP               |
                                 WINED3DTEXOPCAPS_SUBTRACT;
     }
-    if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
-        GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
+    if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
+            || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
+    {
         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH              |
                                 WINED3DTEXOPCAPS_MULTIPLYADD            |
                                 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
                                 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
                                 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
     }
-    if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
+    if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
 
-    if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
-        pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
-    }
-
-    pCaps->MaxTextureBlendStages   = GL_LIMITS(texture_stages);
-    pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
+    pCaps->MaxTextureBlendStages = gl_info->limits.texture_stages;
+    pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
 }
 
 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
 static void ffp_fragment_free(IWineD3DDevice *iface) {}
-static BOOL ffp_conv_supported(WINED3DFORMAT fmt) {
-    TRACE("Checking shader format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
+static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
+{
+    if (TRACE_ON(d3d))
+    {
+        TRACE("Checking support for fixup:\n");
+        dump_color_fixup_desc(fixup);
+    }
+
+    /* We only support identity conversions. */
+    if (is_identity_fixup(fixup))
+    {
+        TRACE("[OK]\n");
+        return TRUE;
+    }
+
+    TRACE("[FAILED]\n");
     return FALSE;
 }
 
@@ -5590,34 +5700,35 @@ const struct fragment_pipeline ffp_fragment_pipeline = {
     ffp_fragment_get_caps,
     ffp_fragment_alloc,
     ffp_fragment_free,
-    ffp_conv_supported,
+    ffp_color_fixup_supported,
     ffp_fragmentstate_template,
     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
 };
 
-static int num_handlers(APPLYSTATEFUNC *funcs) {
+static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
+{
     unsigned int i;
     for(i = 0; funcs[i]; i++);
     return i;
 }
 
-static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
-    stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
+static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    stateblock->device->multistate_funcs[state][0](state, stateblock, context);
+    stateblock->device->multistate_funcs[state][1](state, stateblock, context);
 }
 
-static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
-    stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
-    stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
+static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    stateblock->device->multistate_funcs[state][0](state, stateblock, context);
+    stateblock->device->multistate_funcs[state][1](state, stateblock, context);
+    stateblock->device->multistate_funcs[state][2](state, stateblock, context);
 }
 
-void compile_state_table(struct StateEntry *StateTable,
-                         APPLYSTATEFUNC **dev_multistate_funcs,
-                         WineD3D_GL_Info *gl_info,
-                         const struct StateEntryTemplate *vertex,
-                         const struct fragment_pipeline *fragment,
-                         const struct StateEntryTemplate *misc) {
+HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
+        const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
+        const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
+{
     unsigned int i, type, handlers;
     APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
     const struct StateEntryTemplate *cur;
@@ -5646,6 +5757,7 @@ void compile_state_table(struct StateEntry *StateTable,
         memset(set, 0, sizeof(set));
 
         for(i = 0; cur[i].state; i++) {
+            APPLYSTATEFUNC *funcs_array;
 
             /* Only use the first matching state with the available extension from one template.
              * e.g.
@@ -5656,7 +5768,7 @@ void compile_state_table(struct StateEntry *StateTable,
              */
             if(set[cur[i].state]) continue;
             /* Skip state lines depending on unsupported extensions */
-            if(cur[i].extension && !GL_SUPPORT(cur[i].extension)) continue;
+            if (!gl_info->supported[cur[i].extension]) continue;
             set[cur[i].state] = TRUE;
             /* In some cases having an extension means that nothing has to be
              * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
@@ -5678,17 +5790,24 @@ void compile_state_table(struct StateEntry *StateTable,
                     dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
                                                                    0,
                                                                    sizeof(**dev_multistate_funcs) * 2);
+                    if (!dev_multistate_funcs[cur[i].state]) {
+                        goto out_of_mem;
+                    }
+
                     dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
                     dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
                     break;
                 case 2:
                     StateTable[cur[i].state].apply = multistate_apply_3;
-                    HeapFree(GetProcessHeap(), 0, multistate_funcs[cur[i].state]);
-                    dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
-                                                                   0,
-                                                                   sizeof(**dev_multistate_funcs) * 3);
-                    dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
-                    dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
+                    funcs_array = HeapReAlloc(GetProcessHeap(),
+                                              0,
+                                              dev_multistate_funcs[cur[i].state],
+                                              sizeof(**dev_multistate_funcs) * 3);
+                    if (!funcs_array) {
+                        goto out_of_mem;
+                    }
+
+                    dev_multistate_funcs[cur[i].state] = funcs_array;
                     dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
                     break;
                 default:
@@ -5704,5 +5823,15 @@ void compile_state_table(struct StateEntry *StateTable,
             StateTable[cur[i].state].representative = cur[i].content.representative;
         }
     }
+
+    return WINED3D_OK;
+
+out_of_mem:
+    for (i = 0; i <= STATE_HIGHEST; ++i) {
+        HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
+    }
+
+    memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
+
+    return E_OUTOFMEMORY;
 }
-#undef GLINFO_LOCATION