// State Assignments // Pixel Pipe CG_STATE_ASSIGNMENT_MACRO( STATE_ERROR ) CG_STATE_ASSIGNMENT_MACRO( STATE_ALPHA_BLEND_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_ALPHA_FUNC ) CG_STATE_ASSIGNMENT_MACRO( STATE_ALPHA_FUNC2 ) // GL's AlphaFunc wants 2 parameters (func & ref) CG_STATE_ASSIGNMENT_MACRO( STATE_ALPHA_REF ) CG_STATE_ASSIGNMENT_MACRO( STATE_ALPHA_TEST_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_BLEND_OP ) // BlendEquation CG_STATE_ASSIGNMENT_MACRO( STATE_COLOR_WRITE_ENABLE ) // ColorMask CG_STATE_ASSIGNMENT_MACRO( STATE_DEPTH_BIAS ) CG_STATE_ASSIGNMENT_MACRO( STATE_DEST_BLEND ) CG_STATE_ASSIGNMENT_MACRO( STATE_DITHER_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_FILL_MODE ) // PolygonMode CG_STATE_ASSIGNMENT_MACRO( STATE_LAST_PIXEL ) CG_STATE_ASSIGNMENT_MACRO( STATE_SHADE_MODE ) // ShadeModel CG_STATE_ASSIGNMENT_MACRO( STATE_SLOPE_SCALE_DEPTH_BIAS ) CG_STATE_ASSIGNMENT_MACRO( STATE_SRC_BLEND ) CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_ENABLE ) // StencilTestEnable CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_FAIL ) CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_FUNC ) CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_FUNC2 ) // GL's calls func, ref, & mask CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_MASK ) CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_PASS ) CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_REF ) CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_WRITE_MASK ) CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_ZFAIL ) CG_STATE_ASSIGNMENT_MACRO( STATE_TFACTOR ) // TextureFactor (not in GL?)* CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP0 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP1 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP2 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP3 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP4 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP5 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP6 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP7 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP8 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP9 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP10 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP11 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP12 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP13 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP14 ) CG_STATE_ASSIGNMENT_MACRO( STATE_WRAP15 ) CG_STATE_ASSIGNMENT_MACRO( STATE_ZENABLE ) // DepthTestEnable CG_STATE_ASSIGNMENT_MACRO( STATE_ZFUNC ) // DepthFunc CG_STATE_ASSIGNMENT_MACRO( STATE_ZWRITE_ENABLE ) // DepthMask CG_STATE_ASSIGNMENT_MACRO( STATE_BLEND_FUNC ) // GL's aggregate (45 -ignore this) CG_STATE_ASSIGNMENT_MACRO( STATE_MATERIAL_AMBIENT ) CG_STATE_ASSIGNMENT_MACRO( STATE_MATERIAL_DIFFUSE ) CG_STATE_ASSIGNMENT_MACRO( STATE_MATERIAL_EMISSIVE ) // MaterialEmission CG_STATE_ASSIGNMENT_MACRO( STATE_MATERIAL_POWER ) // MaterialShininess CG_STATE_ASSIGNMENT_MACRO( STATE_MATERIAL_SPECULAR ) // The light states have an index [n] CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_AMBIENT ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_ATTENUATION0 ) // LightConstantAttenuation CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_ATTENUATION1 ) // LightLinearAttenuation CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_ATTENUATION2 ) // LightQuadraticAttenuation CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_DIFFUSE ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_DIRECTION ) // LightSpotDirection? CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_FALLOFF ) // LightSpotCutoff? CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_PHI ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_POSITION ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_RANGE ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_SPECULAR ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_THETA ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_TYPE ) // Vertex Pipe CG_STATE_ASSIGNMENT_MACRO( STATE_AMBIENT ) CG_STATE_ASSIGNMENT_MACRO( STATE_AMBIENT_MATERIAL_SOURCE ) CG_STATE_ASSIGNMENT_MACRO( STATE_CLIPPING ) CG_STATE_ASSIGNMENT_MACRO( STATE_CLIP_PLANE_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_COLOR_VERTEX ) CG_STATE_ASSIGNMENT_MACRO( STATE_CULL_MODE ) // CullFace CG_STATE_ASSIGNMENT_MACRO( STATE_DIFFUSE_MATERIAL_SOURCE ) CG_STATE_ASSIGNMENT_MACRO( STATE_EMISSIVE_MATERIAL_SOURCE ) CG_STATE_ASSIGNMENT_MACRO( STATE_FOG_COLOR ) CG_STATE_ASSIGNMENT_MACRO( STATE_FOG_DENSITY ) CG_STATE_ASSIGNMENT_MACRO( STATE_FOG_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_FOG_END ) CG_STATE_ASSIGNMENT_MACRO( STATE_FOG_START ) CG_STATE_ASSIGNMENT_MACRO( STATE_FOG_TABLE_MODE ) // FogMode / FogCoordSrc CG_STATE_ASSIGNMENT_MACRO( STATE_FOG_VERTEX_MODE ) CG_STATE_ASSIGNMENT_MACRO( STATE_INDEXED_VERTEX_BLEND_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHTING_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_LOCAL_VIEWER ) CG_STATE_ASSIGNMENT_MACRO( STATE_MULTI_SAMPLE_AA ) CG_STATE_ASSIGNMENT_MACRO( STATE_MULTI_SAMPLE_MASK ) CG_STATE_ASSIGNMENT_MACRO( STATE_NORMALIZE_NORMALS ) // NormalizeEnable CG_STATE_ASSIGNMENT_MACRO( STATE_PATCH_SEGMENTS ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_SCALE_A ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_SCALE_B ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_SCALE_C ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_SCALE_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_SIZE ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_SIZE_MIN ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_SIZE_MAX ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_SPRITE_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_RANGE_FOG_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_SPECULAR_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_SPECULAR_MATERIAL_SOURCE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TWEEN_FACTOR ) CG_STATE_ASSIGNMENT_MACRO( STATE_VERTEX_BLEND ) CG_STATE_ASSIGNMENT_MACRO( STATE_VERTEX_PROGRAM_PSIZE_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_VERTEX_PROGRAM_TWO_SIDE_ENABLE ) // sampler stage states (these have an index [n] where n -> [0)15]) CG_STATE_ASSIGNMENT_MACRO( STATE_ADDRESS_U ) // WrapS CG_STATE_ASSIGNMENT_MACRO( STATE_ADDRESS_V ) // WrapT CG_STATE_ASSIGNMENT_MACRO( STATE_ADDRESS_W ) // WrapR CG_STATE_ASSIGNMENT_MACRO( STATE_BORDER_COLOR ) CG_STATE_ASSIGNMENT_MACRO( STATE_MAX_ANISOTROPY ) CG_STATE_ASSIGNMENT_MACRO( STATE_MAX_MIP_LEVEL ) CG_STATE_ASSIGNMENT_MACRO( STATE_MIN_MIP_LEVEL ) // not in D3D CG_STATE_ASSIGNMENT_MACRO( STATE_MIN_FILTER ) CG_STATE_ASSIGNMENT_MACRO( STATE_MAG_FILTER ) CG_STATE_ASSIGNMENT_MACRO( STATE_MIP_FILTER ) CG_STATE_ASSIGNMENT_MACRO( STATE_MIPMAP_LOD_BIAS ) // LODBias CG_STATE_ASSIGNMENT_MACRO( STATE_SRGB_TEXTURE ) // (D3D only) // texture stage states (these have an index [n] where n -> [0)7] CG_STATE_ASSIGNMENT_MACRO( STATE_ALPHA_OP ) CG_STATE_ASSIGNMENT_MACRO( STATE_ALPHA_ARG0 ) CG_STATE_ASSIGNMENT_MACRO( STATE_ALPHA_ARG1 ) CG_STATE_ASSIGNMENT_MACRO( STATE_ALPHA_ARG2 ) CG_STATE_ASSIGNMENT_MACRO( STATE_COLOR_ARG0 ) CG_STATE_ASSIGNMENT_MACRO( STATE_COLOR_ARG1 ) CG_STATE_ASSIGNMENT_MACRO( STATE_COLOR_ARG2 ) CG_STATE_ASSIGNMENT_MACRO( STATE_COLOR_OP ) CG_STATE_ASSIGNMENT_MACRO( STATE_BUMP_ENV_LSCALE ) CG_STATE_ASSIGNMENT_MACRO( STATE_BUMP_ENV_LOFFSET ) CG_STATE_ASSIGNMENT_MACRO( STATE_BUMP_ENV_MAT00 ) CG_STATE_ASSIGNMENT_MACRO( STATE_BUMP_ENV_MAT01 ) CG_STATE_ASSIGNMENT_MACRO( STATE_BUMP_ENV_MAT10 ) CG_STATE_ASSIGNMENT_MACRO( STATE_BUMP_ENV_MAT11 ) CG_STATE_ASSIGNMENT_MACRO( STATE_RESULT_ARG ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEX_COORD_INDEX ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_TRANSFORM_FLAGS ) // transform states CG_STATE_ASSIGNMENT_MACRO( STATE_PROJECTION_TRANSFORM ) // ProjectionMatrix CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_TRANSFORM ) // TextureMatrix CG_STATE_ASSIGNMENT_MACRO( STATE_VIEW_TRANSFORM ) CG_STATE_ASSIGNMENT_MACRO( STATE_WORLD_TRANSFORM ) // Misc CG_STATE_ASSIGNMENT_MACRO( STATE_CLEAR_COLOR ) CG_STATE_ASSIGNMENT_MACRO( STATE_CLEAR_STENCIL ) CG_STATE_ASSIGNMENT_MACRO( STATE_CLEAR_DEPTH ) CG_STATE_ASSIGNMENT_MACRO( STATE_CLIP_PLANE ) // Is this not in HLSL effects? CG_STATE_ASSIGNMENT_MACRO( STATE_COLOR_MATERIAL ) CG_STATE_ASSIGNMENT_MACRO( STATE_SCISSOR_TEST_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_SCISSOR ) CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_OP ) // Calls 3 d3d calls CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_FUNC_SEPARATE ) CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_MASK_SEPARATE ) CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_OP_SEPARATE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_S_MODE ) // TexGenSMode CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_T_MODE ) // etc CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_R_MODE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_Q_MODE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_ENV_COLOR ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_ENV_MODE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_S_OBJECT_PLANE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_T_OBJECT_PLANE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_R_OBJECT_PLANE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_Q_OBJECT_PLANE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_S_EYE_PLANE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_T_EYE_PLANE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_R_EYE_PLANE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_Q_EYE_PLANE ) CG_STATE_ASSIGNMENT_MACRO( STATE_AUTO_NORMAL_ENABLE ) // uses D3DRS_NORMALIZENORMALS CG_STATE_ASSIGNMENT_MACRO( STATE_BLEND_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_CULL_FACE ) CG_STATE_ASSIGNMENT_MACRO( STATE_CULL_FACE_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_SMOOTH_ENABLE ) // ? CG_STATE_ASSIGNMENT_MACRO( STATE_POLYGON_SMOOTH_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_STENCIL_TEST_TWO_SIDE_ENABLE) // Should we have U)V,W also? CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_S_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_T_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_R_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXGEN_Q_ENABLE ) // Now the GL specific ones (a few can be done in D3D however) CG_STATE_ASSIGNMENT_MACRO( STATE_MODELVIEW_TRANSFORM ) // ModelViewMatrix CG_STATE_ASSIGNMENT_MACRO( STATE_BLEND_FUNC_SEPARATE ) CG_STATE_ASSIGNMENT_MACRO( STATE_BLEND_COLOR ) // D3DRS_BLENDFACTOR for D3D CG_STATE_ASSIGNMENT_MACRO( STATE_BLEND_EQUATION_SEPARATE ) // Just impt BlendOp CG_STATE_ASSIGNMENT_MACRO( STATE_FRONT_FACE ) // D3DRS_CULLMODE // No D3D eq states CG_STATE_ASSIGNMENT_MACRO( STATE_DEPTH_BOUNDS ) CG_STATE_ASSIGNMENT_MACRO( STATE_DEPTH_RANGE ) CG_STATE_ASSIGNMENT_MACRO( STATE_FOG_DISTANCE_MODE ) CG_STATE_ASSIGNMENT_MACRO( STATE_FRAGMENT_ENV_PARAM ) CG_STATE_ASSIGNMENT_MACRO( STATE_FRAGMENT_LOCAL_PARAM ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_MODEL_LOCAL_VIEWER_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_MODEL_AMBIENT ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_MODEL_TWO_SIDE_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_MODEL_COLOR_CONTROL ) CG_STATE_ASSIGNMENT_MACRO( STATE_LOGIC_OP ) CG_STATE_ASSIGNMENT_MACRO( STATE_LOGIC_OP_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_SPRITE_COORD_ORIGIN ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_SPRITE_COORD_REPLACE ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_SPRITE_R_MODE ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_FADE_THRESHOLD_SIZE ) CG_STATE_ASSIGNMENT_MACRO( STATE_POINT_DISTANCE_ATTENUATION ) CG_STATE_ASSIGNMENT_MACRO( STATE_POLYGON_OFFSET ) CG_STATE_ASSIGNMENT_MACRO( STATE_POLYGON_OFFSET_FILL_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_POLYGON_OFFSET_LINE_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_POLYGON_OFFSET_POINT_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_VERTEX_ENV_PARAM ) CG_STATE_ASSIGNMENT_MACRO( STATE_VERTEX_LOCAL_PARAM ) CG_STATE_ASSIGNMENT_MACRO( STATE_RESCALE_NORMAL_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_SAMPLE_ALPHA_TO_COV_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_SAMPLE_ALPHA_TO_ONE_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_SAMPLE_COVERAGE_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_DEPTH_MODE ) // uses GL_DEPTH_TEXTURE_MODE CG_STATE_ASSIGNMENT_MACRO( STATE_COMPARE_MODE ) // uses GL_TEXTURE_COMPARE_MODE CG_STATE_ASSIGNMENT_MACRO( STATE_COMPARE_FUNC ) // uses GL_TEXTURE_COMPARE_FUNC CG_STATE_ASSIGNMENT_MACRO( STATE_GENERATE_MIPMAP ) CG_STATE_ASSIGNMENT_MACRO( STATE_COLOR_MATRIX ) CG_STATE_ASSIGNMENT_MACRO( STATE_COLOR_LOGIC_OP_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_DEPTH_BOUNDS_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_DEPTH_CLAMP_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_POLYGON_STIPPLE_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_LIGHT_SPOT_EXP ) // ID3DXLine for D3D? CG_STATE_ASSIGNMENT_MACRO( STATE_LINE_STIPPLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_LINE_STIPPLE_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_LINE_WIDTH ) CG_STATE_ASSIGNMENT_MACRO( STATE_LINE_SMOOTH_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_1D ) // Texture1D (same in d3d too) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_2D ) // etc.. CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_3D ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_RECT ) // TextureRectangle CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_CUBE_MAP ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_1D_ENABLE ) // Tex enables not used in d3d CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_2D_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_3D_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_RECT_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_CUBE_MAP_ENABLE ) CG_STATE_ASSIGNMENT_MACRO( STATE_SHADER ) CG_STATE_ASSIGNMENT_MACRO( STATE_CALL_SETMATERIAL ) // If sv.usedMaterial is true then call this state CG_STATE_ASSIGNMENT_MACRO( STATE_CALL_SETLIGHT ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE ) // used in a sampler state block // For FX compatability in CgFX-D3D9 CG_STATE_ASSIGNMENT_MACRO( STATE_PIXEL_SHADER_CONSTANT ) CG_STATE_ASSIGNMENT_MACRO( STATE_PIXEL_SHADER_CONSTANT1 ) CG_STATE_ASSIGNMENT_MACRO( STATE_PIXEL_SHADER_CONSTANT2 ) CG_STATE_ASSIGNMENT_MACRO( STATE_PIXEL_SHADER_CONSTANT3 ) CG_STATE_ASSIGNMENT_MACRO( STATE_PIXEL_SHADER_CONSTANT4 ) CG_STATE_ASSIGNMENT_MACRO( STATE_PIXEL_SHADER_CONSTANT_B ) CG_STATE_ASSIGNMENT_MACRO( STATE_PIXEL_SHADER_CONSTANT_I ) CG_STATE_ASSIGNMENT_MACRO( STATE_PIXEL_SHADER_CONSTANT_F ) CG_STATE_ASSIGNMENT_MACRO( STATE_VERTEX_SHADER_CONSTANT ) CG_STATE_ASSIGNMENT_MACRO( STATE_VERTEX_SHADER_CONSTANT1 ) CG_STATE_ASSIGNMENT_MACRO( STATE_VERTEX_SHADER_CONSTANT2 ) CG_STATE_ASSIGNMENT_MACRO( STATE_VERTEX_SHADER_CONSTANT3 ) CG_STATE_ASSIGNMENT_MACRO( STATE_VERTEX_SHADER_CONSTANT4 ) CG_STATE_ASSIGNMENT_MACRO( STATE_VERTEX_SHADER_CONSTANT_B ) CG_STATE_ASSIGNMENT_MACRO( STATE_VERTEX_SHADER_CONSTANT_I ) CG_STATE_ASSIGNMENT_MACRO( STATE_VERTEX_SHADER_CONSTANT_F ) CG_STATE_ASSIGNMENT_MACRO( STATE_TEXTURE_PASS ) // Texture[n] in a pass CG_STATE_ASSIGNMENT_MACRO( STATE_SAMPLER ) // Used in a pass // Sampler States in a pass (also for FX compat) CG_STATE_ASSIGNMENT_MACRO( STATE_ADDRESS_U_16 ) CG_STATE_ASSIGNMENT_MACRO( STATE_ADDRESS_V_16 ) CG_STATE_ASSIGNMENT_MACRO( STATE_ADDRESS_W_16 ) CG_STATE_ASSIGNMENT_MACRO( STATE_BORDER_COLOR_16 ) CG_STATE_ASSIGNMENT_MACRO( STATE_MAX_ANISOTROPY_16 ) CG_STATE_ASSIGNMENT_MACRO( STATE_MAX_MIP_LEVEL_16 ) CG_STATE_ASSIGNMENT_MACRO( STATE_MIN_FILTER_16 ) CG_STATE_ASSIGNMENT_MACRO( STATE_MAG_FILTER_16 ) CG_STATE_ASSIGNMENT_MACRO( STATE_MIP_FILTER_16 ) CG_STATE_ASSIGNMENT_MACRO( STATE_MIPMAP_LOD_BIAS_16 ) CG_STATE_ASSIGNMENT_MACRO( STATE_COLOR_WRITE_ENABLE_1 ) CG_STATE_ASSIGNMENT_MACRO( STATE_COLOR_WRITE_ENABLE_2 ) CG_STATE_ASSIGNMENT_MACRO( STATE_COLOR_WRITE_ENABLE_3 ) CG_STATE_ASSIGNMENT_MACRO( STATE_BLEND_OP_ALPHA ) CG_STATE_ASSIGNMENT_MACRO( STATE_SRC_BLEND_ALPHA ) CG_STATE_ASSIGNMENT_MACRO( STATE_DEST_BLEND_ALPHA ) CG_STATE_ASSIGNMENT_MACRO( STATE_SEPARATE_ALPHA_BLEND_ENABLE ) #undef CG_STATE_ASSIGNMENT_MACRO