push cc8bc80451cc24f4d7cf75168b569f0ebfe19547
[wine/hacks.git] / dlls / wined3d / nvidia_texture_shader.c
blobffb73f35b8279c560819cb832547b53fd8d0a353
1 /*
2 * Fixed function pipeline replacement using GL_NV_register_combiners
3 * and GL_NV_texture_shader
5 * Copyright 2006 Henri Verbeet
6 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
24 #include <math.h>
25 #include <stdio.h>
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
33 /* GL locking for state handlers is done by the caller. */
35 static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
36 BOOL bumpmap = FALSE;
38 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
39 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
40 bumpmap = TRUE;
41 context->texShaderBumpMap |= (1 << stage);
42 } else {
43 context->texShaderBumpMap &= ~(1 << stage);
46 if(stateblock->textures[stage]) {
47 switch(IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
48 case GL_TEXTURE_2D:
49 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
50 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
51 break;
52 case GL_TEXTURE_RECTANGLE_ARB:
53 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
54 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
55 break;
56 case GL_TEXTURE_3D:
57 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
58 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
59 break;
60 case GL_TEXTURE_CUBE_MAP_ARB:
61 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
62 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
63 break;
65 } else {
66 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
67 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
71 typedef struct {
72 GLenum input[3];
73 GLenum mapping[3];
74 GLenum component_usage[3];
75 } tex_op_args;
77 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
78 switch (d3dta) {
79 case WINED3DTA_DIFFUSE:
80 return GL_PRIMARY_COLOR_NV;
82 case WINED3DTA_CURRENT:
83 if (stage) return GL_SPARE0_NV;
84 else return GL_PRIMARY_COLOR_NV;
86 case WINED3DTA_TEXTURE:
87 if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
88 else return GL_PRIMARY_COLOR_NV;
90 case WINED3DTA_TFACTOR:
91 return GL_CONSTANT_COLOR0_NV;
93 case WINED3DTA_SPECULAR:
94 return GL_SECONDARY_COLOR_NV;
96 case WINED3DTA_TEMP:
97 return GL_SPARE1_NV;
99 case WINED3DTA_CONSTANT:
100 /* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
101 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
102 return GL_CONSTANT_COLOR1_NV;
104 default:
105 FIXME("Unrecognized texture arg %#x\n", d3dta);
106 return GL_TEXTURE;
110 static GLenum invert_mapping(GLenum mapping) {
111 if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
112 else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
114 FIXME("Unhandled mapping %#x\n", mapping);
115 return mapping;
118 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
119 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
120 * be used. */
121 if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
122 else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
124 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
125 * should be used for all input components. */
126 if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
127 else *component_usage = GL_RGB;
129 *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
132 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) {
133 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl*)iface;
134 tex_op_args tex_op_args = {{0}, {0}, {0}};
135 GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
136 GLenum target = GL_COMBINER0_NV + stage;
137 GLenum output;
138 IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* For GLINFO_LOCATION */
140 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
141 stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
143 /* If a texture stage references an invalid texture unit the stage just
144 * passes through the result from the previous stage */
145 if (is_invalid_op(This, stage, op, arg1, arg2, arg3)) {
146 arg1 = WINED3DTA_CURRENT;
147 op = WINED3DTOP_SELECTARG1;
150 get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
151 &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
152 get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
153 &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
154 get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
155 &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
158 if(dst == WINED3DTA_TEMP) {
159 output = GL_SPARE1_NV;
160 } else {
161 output = GL_SPARE0_NV;
164 /* This is called by a state handler which has the gl lock held and a context for the thread */
165 switch(op)
167 case WINED3DTOP_DISABLE:
168 /* Only for alpha */
169 if (!is_alpha) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
170 /* Input, prev_alpha*1 */
171 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
172 GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
173 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
174 GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
176 /* Output */
177 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
178 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
179 break;
181 case WINED3DTOP_SELECTARG1:
182 case WINED3DTOP_SELECTARG2:
183 /* Input, arg*1 */
184 if (op == WINED3DTOP_SELECTARG1) {
185 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
186 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
187 } else {
188 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
189 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
191 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
192 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
194 /* Output */
195 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
196 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
197 break;
199 case WINED3DTOP_MODULATE:
200 case WINED3DTOP_MODULATE2X:
201 case WINED3DTOP_MODULATE4X:
202 /* Input, arg1*arg2 */
203 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
204 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
205 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
206 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
208 /* Output */
209 if (op == WINED3DTOP_MODULATE) {
210 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
211 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
212 } else if (op == WINED3DTOP_MODULATE2X) {
213 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
214 GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
215 } else if (op == WINED3DTOP_MODULATE4X) {
216 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
217 GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
219 break;
221 case WINED3DTOP_ADD:
222 case WINED3DTOP_ADDSIGNED:
223 case WINED3DTOP_ADDSIGNED2X:
224 /* Input, arg1*1+arg2*1 */
225 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
226 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
227 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
228 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
229 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
230 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
231 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
232 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
234 /* Output */
235 if (op == WINED3DTOP_ADD) {
236 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
237 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
238 } else if (op == WINED3DTOP_ADDSIGNED) {
239 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
240 output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
241 } else if (op == WINED3DTOP_ADDSIGNED2X) {
242 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
243 output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
245 break;
247 case WINED3DTOP_SUBTRACT:
248 /* Input, arg1*1+-arg2*1 */
249 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
250 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
251 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
252 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
253 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
254 tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
255 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
256 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
258 /* Output */
259 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
260 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
261 break;
263 case WINED3DTOP_ADDSMOOTH:
264 /* Input, arg1*1+(1-arg1)*arg2 */
265 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
266 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
267 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
268 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
269 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
270 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
271 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
272 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
274 /* Output */
275 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
276 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
277 break;
279 case WINED3DTOP_BLENDDIFFUSEALPHA:
280 case WINED3DTOP_BLENDTEXTUREALPHA:
281 case WINED3DTOP_BLENDFACTORALPHA:
282 case WINED3DTOP_BLENDTEXTUREALPHAPM:
283 case WINED3DTOP_BLENDCURRENTALPHA:
285 GLenum alpha_src = GL_PRIMARY_COLOR_NV;
286 if (op == WINED3DTOP_BLENDDIFFUSEALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
287 else if (op == WINED3DTOP_BLENDTEXTUREALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
288 else if (op == WINED3DTOP_BLENDFACTORALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
289 else if (op == WINED3DTOP_BLENDTEXTUREALPHAPM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
290 else if (op == WINED3DTOP_BLENDCURRENTALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
291 else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op));
293 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
294 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
295 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
296 if (op == WINED3DTOP_BLENDTEXTUREALPHAPM)
298 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
299 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
300 } else {
301 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
302 alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
304 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
305 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
306 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
307 alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
309 /* Output */
310 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
311 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
312 break;
315 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
316 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
317 if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
318 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
319 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
320 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
321 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
322 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
323 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
324 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
325 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
327 /* Output */
328 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
329 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
330 break;
332 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
333 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
334 if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
335 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
336 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
337 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
338 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
339 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
340 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
341 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
342 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
344 /* Output */
345 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
346 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
347 break;
349 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
350 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
351 if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR)\n");
352 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
353 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
354 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
355 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
356 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
357 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
358 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
359 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
361 /* Output */
362 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
363 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
364 break;
366 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
367 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
368 if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA)\n");
369 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
370 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
371 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
372 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
373 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
374 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
375 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
376 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
378 /* Output */
379 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
380 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
381 break;
383 case WINED3DTOP_DOTPRODUCT3:
384 /* Input, arg1 . arg2 */
385 /* FIXME: DX7 uses a different calculation? */
386 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
387 tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
388 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
389 tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
391 /* Output */
392 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
393 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
394 break;
396 case WINED3DTOP_MULTIPLYADD:
397 /* Input, arg3*1+arg1*arg2 */
398 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
399 tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
400 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
401 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
402 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
403 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
404 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
405 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
407 /* Output */
408 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
409 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
410 break;
412 case WINED3DTOP_LERP:
413 /* Input, arg3*arg1+(1-arg3)*arg2 */
414 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
415 tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
416 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
417 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
418 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
419 tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
420 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
421 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
423 /* Output */
424 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
425 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
426 break;
428 case WINED3DTOP_BUMPENVMAPLUMINANCE:
429 case WINED3DTOP_BUMPENVMAP:
430 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
431 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
432 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
433 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
434 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
436 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
437 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
438 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
439 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
440 /* Always pass through to CURRENT, ignore temp arg */
441 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
442 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
443 break;
446 default:
447 FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
448 stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
451 checkGLcall("set_tex_op_nvrc()\n");
456 static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
457 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
458 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
459 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
461 TRACE("Setting color op for stage %d\n", stage);
463 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
464 if (use_ps(stateblock)) return;
466 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
468 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
470 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
471 FIXME("Attempt to enable unsupported stage!\n");
472 return;
474 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
475 checkGLcall("glActiveTextureARB");
478 if(stateblock->lowest_disabled_stage > 0) {
479 glEnable(GL_REGISTER_COMBINERS_NV);
480 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
481 } else {
482 glDisable(GL_REGISTER_COMBINERS_NV);
484 if(stage >= stateblock->lowest_disabled_stage) {
485 TRACE("Stage disabled\n");
486 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
488 /* Disable everything here */
489 glDisable(GL_TEXTURE_2D);
490 checkGLcall("glDisable(GL_TEXTURE_2D)");
491 glDisable(GL_TEXTURE_3D);
492 checkGLcall("glDisable(GL_TEXTURE_3D)");
493 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
494 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
495 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
497 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
498 glDisable(GL_TEXTURE_RECTANGLE_ARB);
499 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
501 if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
502 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
505 /* All done */
506 return;
509 /* The sampler will also activate the correct texture dimensions, so no need to do it here
510 * if the sampler for this stage is dirty
512 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
513 if (tex_used) {
514 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
515 nvts_activate_dimensions(stage, stateblock, context);
516 } else {
517 texture_activate_dimensions(stage, stateblock, context);
522 /* Set the texture combiners */
523 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
524 stateblock->textureState[stage][WINED3DTSS_COLOROP],
525 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
526 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
527 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
528 mapped_stage,
529 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
531 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
532 * thus the texture shader may have to be updated
534 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
535 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
536 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
537 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
538 if(usesBump != usedBump) {
539 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
540 checkGLcall("glActiveTextureARB");
541 nvts_activate_dimensions(stage + 1, stateblock, context);
542 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
543 checkGLcall("glActiveTextureARB");
548 static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
549 DWORD sampler = state - STATE_SAMPLER(0);
550 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
552 /* No need to enable / disable anything here for unused samplers. The tex_colorop
553 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
554 * will take care of this business
556 if(mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= GL_LIMITS(textures)) return;
557 if(sampler >= stateblock->lowest_disabled_stage) return;
558 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
560 nvts_activate_dimensions(sampler, stateblock, context);
563 static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
564 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
565 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
566 float mat[2][2];
568 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
569 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
570 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
571 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
572 * for stage + 1. Keep the nvrc tex unit mapping in mind too
574 if(mapped_stage < GL_LIMITS(textures)) {
575 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
576 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
578 /* We can't just pass a pointer to the stateblock to GL due to the different matrix
579 * format(column major vs row major)
581 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
582 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
583 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
584 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
585 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
586 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
590 static void nvrc_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
591 float col[4];
592 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
593 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
595 #undef GLINFO_LOCATION
597 #define GLINFO_LOCATION (*gl_info)
598 static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { }
600 static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
601 ENTER_GL();
602 if(enable) {
603 glEnable(GL_TEXTURE_SHADER_NV);
604 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
605 } else {
606 glDisable(GL_TEXTURE_SHADER_NV);
607 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
609 LEAVE_GL();
612 static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
614 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
615 WINED3DTEXOPCAPS_ADDSIGNED |
616 WINED3DTEXOPCAPS_ADDSIGNED2X |
617 WINED3DTEXOPCAPS_MODULATE |
618 WINED3DTEXOPCAPS_MODULATE2X |
619 WINED3DTEXOPCAPS_MODULATE4X |
620 WINED3DTEXOPCAPS_SELECTARG1 |
621 WINED3DTEXOPCAPS_SELECTARG2 |
622 WINED3DTEXOPCAPS_DISABLE |
623 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
624 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
625 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
626 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
627 WINED3DTEXOPCAPS_LERP |
628 WINED3DTEXOPCAPS_SUBTRACT |
629 WINED3DTEXOPCAPS_ADDSMOOTH |
630 WINED3DTEXOPCAPS_MULTIPLYADD |
631 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
632 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
633 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
634 WINED3DTEXOPCAPS_DOTPRODUCT3 |
635 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
636 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
638 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
639 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
640 * not support 3D textures. This asks for trouble if an app uses both bump mapping
641 * and 3D textures. It also allows us to keep the code simpler by having texture
642 * shaders constantly enabled.
644 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
645 /* TODO: Luminance bump map? */
648 #if 0
649 /* FIXME: Add
650 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
651 WINED3DTEXOPCAPS_PREMODULATE */
652 #endif
654 pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
655 pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
657 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
659 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
660 #if 0
661 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
662 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
663 #endif
666 static HRESULT nvrc_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
667 static void nvrc_fragment_free(IWineD3DDevice *iface) {}
669 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
670 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
671 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
672 * register combiners extension(Pre-GF3).
675 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
677 if (TRACE_ON(d3d))
679 TRACE("Checking support for fixup:\n");
680 dump_color_fixup_desc(fixup);
683 /* We only support identity conversions. */
684 if (is_identity_fixup(fixup))
686 TRACE("[OK]\n");
687 return TRUE;
690 TRACE("[FAILED]\n");
691 return FALSE;
694 static const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
695 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
696 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
697 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
698 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
699 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
700 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
701 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
702 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
703 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
704 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
705 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
706 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
707 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
708 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
709 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
710 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
711 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
712 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
713 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
714 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
715 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
716 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
717 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
718 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
719 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
720 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
721 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
722 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
723 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
724 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
725 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
726 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
727 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
728 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
729 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
730 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
731 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
732 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
733 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
734 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
735 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
736 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
737 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
738 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
739 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
740 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
741 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
742 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
743 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
744 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
745 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
746 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
747 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
748 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
749 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
750 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
751 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
752 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
753 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
754 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
755 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
756 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
757 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
758 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
759 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
760 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
761 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
762 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
763 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
764 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
765 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
766 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
767 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
768 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
769 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
770 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
771 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
772 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
773 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
774 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
775 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
776 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
777 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
778 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
779 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
780 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
781 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
782 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
783 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
784 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
785 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
786 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
787 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
788 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
789 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
790 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
791 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
792 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
793 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
794 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
795 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
796 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
797 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
798 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
799 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
800 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
801 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE },
802 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
803 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
804 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
805 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
806 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
807 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
808 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
809 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim }, NV_TEXTURE_SHADER2 },
810 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
811 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim }, NV_TEXTURE_SHADER2 },
812 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
813 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim }, NV_TEXTURE_SHADER2 },
814 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
815 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim }, NV_TEXTURE_SHADER2 },
816 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
817 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim }, NV_TEXTURE_SHADER2 },
818 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
819 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim }, NV_TEXTURE_SHADER2 },
820 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
821 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim }, NV_TEXTURE_SHADER2 },
822 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
823 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim }, NV_TEXTURE_SHADER2 },
824 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
825 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
828 const struct fragment_pipeline nvts_fragment_pipeline = {
829 nvts_enable,
830 nvrc_fragment_get_caps,
831 nvrc_fragment_alloc,
832 nvrc_fragment_free,
833 nvts_color_fixup_supported,
834 nvrc_fragmentstate_template,
835 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
838 const struct fragment_pipeline nvrc_fragment_pipeline = {
839 nvrc_enable,
840 nvrc_fragment_get_caps,
841 nvrc_fragment_alloc,
842 nvrc_fragment_free,
843 nvts_color_fixup_supported,
844 nvrc_fragmentstate_template,
845 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */