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
23 #include "wine/port.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 /* Context activation for state handlers is done by the caller. */
33 static void nvts_activate_dimensions(const struct wined3d_state
*state
,
34 unsigned int stage
, struct wined3d_context_gl
*context_gl
)
36 const struct wined3d_gl_info
*gl_info
= context_gl
->c
.gl_info
;
37 struct wined3d_texture
*texture
;
41 && (state
->texture_states
[stage
- 1][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
42 || state
->texture_states
[stage
- 1][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP
))
45 context_gl
->c
.texShaderBumpMap
|= (1u << stage
);
49 context_gl
->c
.texShaderBumpMap
&= ~(1u << stage
);
52 if ((texture
= state
->textures
[stage
]))
54 switch (wined3d_texture_gl(texture
)->target
)
57 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
,
58 bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_2D
);
59 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
61 case GL_TEXTURE_RECTANGLE_ARB
:
62 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
,
63 bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_RECTANGLE_ARB
);
64 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
67 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_3D
);
68 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
70 case GL_TEXTURE_CUBE_MAP_ARB
:
71 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_CUBE_MAP_ARB
);
72 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
75 FIXME("Unhandled target %#x.\n", wined3d_texture_gl(texture
)->target
);
81 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
82 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
90 GLenum component_usage
[3];
93 static GLenum
d3dta_to_combiner_input(DWORD d3dta
, DWORD stage
, INT texture_idx
) {
95 case WINED3DTA_DIFFUSE
:
96 return GL_PRIMARY_COLOR_NV
;
98 case WINED3DTA_CURRENT
:
99 if (stage
) return GL_SPARE0_NV
;
100 else return GL_PRIMARY_COLOR_NV
;
102 case WINED3DTA_TEXTURE
:
103 if (texture_idx
> -1) return GL_TEXTURE0_ARB
+ texture_idx
;
104 else return GL_PRIMARY_COLOR_NV
;
106 case WINED3DTA_TFACTOR
:
107 return GL_CONSTANT_COLOR0_NV
;
109 case WINED3DTA_SPECULAR
:
110 return GL_SECONDARY_COLOR_NV
;
115 case WINED3DTA_CONSTANT
:
116 /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
117 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
118 return GL_CONSTANT_COLOR1_NV
;
121 FIXME("Unrecognized texture arg %#x\n", d3dta
);
126 static GLenum
invert_mapping(GLenum mapping
) {
127 if (mapping
== GL_UNSIGNED_INVERT_NV
) return GL_UNSIGNED_IDENTITY_NV
;
128 else if (mapping
== GL_UNSIGNED_IDENTITY_NV
) return GL_UNSIGNED_INVERT_NV
;
130 FIXME("Unhandled mapping %#x\n", mapping
);
134 static void get_src_and_opr_nvrc(DWORD stage
, DWORD arg
, BOOL is_alpha
, GLenum
* input
, GLenum
* mapping
, GLenum
*component_usage
, INT texture_idx
) {
135 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
137 if (arg
& WINED3DTA_COMPLEMENT
) *mapping
= GL_UNSIGNED_INVERT_NV
;
138 else *mapping
= GL_UNSIGNED_IDENTITY_NV
; /* Clamp all values to positive ranges */
140 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
141 * should be used for all input components. */
142 if (is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
) *component_usage
= GL_ALPHA
;
143 else *component_usage
= GL_RGB
;
145 *input
= d3dta_to_combiner_input(arg
& WINED3DTA_SELECTMASK
, stage
, texture_idx
);
148 void set_tex_op_nvrc(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
, BOOL is_alpha
,
149 int stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
, DWORD dst
)
151 struct tex_op_args tex_op_args
= {{0}, {0}, {0}};
152 GLenum portion
= is_alpha
? GL_ALPHA
: GL_RGB
;
153 GLenum target
= GL_COMBINER0_NV
+ stage
;
156 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
157 stage
, is_alpha
, debug_d3dtop(op
), arg1
, arg2
, arg3
, texture_idx
);
159 /* If a texture stage references an invalid texture unit the stage just
160 * passes through the result from the previous stage */
161 if (is_invalid_op(state
, stage
, op
, arg1
, arg2
, arg3
))
163 arg1
= WINED3DTA_CURRENT
;
164 op
= WINED3D_TOP_SELECT_ARG1
;
167 get_src_and_opr_nvrc(stage
, arg1
, is_alpha
, &tex_op_args
.input
[0],
168 &tex_op_args
.mapping
[0], &tex_op_args
.component_usage
[0], texture_idx
);
169 get_src_and_opr_nvrc(stage
, arg2
, is_alpha
, &tex_op_args
.input
[1],
170 &tex_op_args
.mapping
[1], &tex_op_args
.component_usage
[1], texture_idx
);
171 get_src_and_opr_nvrc(stage
, arg3
, is_alpha
, &tex_op_args
.input
[2],
172 &tex_op_args
.mapping
[2], &tex_op_args
.component_usage
[2], texture_idx
);
175 if(dst
== WINED3DTA_TEMP
) {
176 output
= GL_SPARE1_NV
;
178 output
= GL_SPARE0_NV
;
183 case WINED3D_TOP_DISABLE
:
186 ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
187 /* Input, prev_alpha*1 */
188 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
189 GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
190 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
191 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
194 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
195 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
198 case WINED3D_TOP_SELECT_ARG1
:
199 case WINED3D_TOP_SELECT_ARG2
:
201 if (op
== WINED3D_TOP_SELECT_ARG1
)
202 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
203 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
205 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
206 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
207 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
208 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
211 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
212 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
215 case WINED3D_TOP_MODULATE
:
216 case WINED3D_TOP_MODULATE_2X
:
217 case WINED3D_TOP_MODULATE_4X
:
218 /* Input, arg1*arg2 */
219 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
220 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
221 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
222 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
225 if (op
== WINED3D_TOP_MODULATE
)
226 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
227 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
228 else if (op
== WINED3D_TOP_MODULATE_2X
)
229 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
230 GL_DISCARD_NV
, GL_SCALE_BY_TWO_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
231 else if (op
== WINED3D_TOP_MODULATE_4X
)
232 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
233 GL_DISCARD_NV
, GL_SCALE_BY_FOUR_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
236 case WINED3D_TOP_ADD
:
237 case WINED3D_TOP_ADD_SIGNED
:
238 case WINED3D_TOP_ADD_SIGNED_2X
:
239 /* Input, arg1*1+arg2*1 */
240 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
241 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
242 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
243 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
244 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
245 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
246 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
247 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
250 if (op
== WINED3D_TOP_ADD
)
251 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
252 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
253 else if (op
== WINED3D_TOP_ADD_SIGNED
)
254 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
255 output
, GL_NONE
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
256 else if (op
== WINED3D_TOP_ADD_SIGNED_2X
)
257 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
258 output
, GL_SCALE_BY_TWO_NV
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
261 case WINED3D_TOP_SUBTRACT
:
262 /* Input, arg1*1+-arg2*1 */
263 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
264 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
265 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
266 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
267 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
268 tex_op_args
.input
[1], GL_SIGNED_NEGATE_NV
, tex_op_args
.component_usage
[1]));
269 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
270 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
273 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
274 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
277 case WINED3D_TOP_ADD_SMOOTH
:
278 /* Input, arg1*1+(1-arg1)*arg2 */
279 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
280 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
281 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
282 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
283 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
284 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
285 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
286 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
289 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
290 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
293 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
294 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
295 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
296 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
297 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
299 GLenum alpha_src
= GL_PRIMARY_COLOR_NV
;
300 if (op
== WINED3D_TOP_BLEND_DIFFUSE_ALPHA
)
301 alpha_src
= d3dta_to_combiner_input(WINED3DTA_DIFFUSE
, stage
, texture_idx
);
302 else if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
)
303 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
304 else if (op
== WINED3D_TOP_BLEND_FACTOR_ALPHA
)
305 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TFACTOR
, stage
, texture_idx
);
306 else if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
307 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
308 else if (op
== WINED3D_TOP_BLEND_CURRENT_ALPHA
)
309 alpha_src
= d3dta_to_combiner_input(WINED3DTA_CURRENT
, stage
, texture_idx
);
311 FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op
));
313 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
314 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
315 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
316 if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
318 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
319 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
321 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
322 alpha_src
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
324 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
325 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
326 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
327 alpha_src
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
330 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
331 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
335 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
336 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
338 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
339 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
340 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
341 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
342 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
343 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
344 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
345 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
346 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
349 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
350 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
353 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
354 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
356 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
357 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
358 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
359 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
360 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
361 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
362 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
363 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
364 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
367 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
368 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
371 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
372 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
374 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
375 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
376 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), GL_ALPHA
));
377 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
378 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
379 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
380 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
381 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
382 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
385 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
386 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
389 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
390 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
392 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
393 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
394 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
395 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
396 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
397 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
398 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
399 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
400 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
403 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
404 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
407 case WINED3D_TOP_DOTPRODUCT3
:
408 /* Input, arg1 . arg2 */
409 /* FIXME: DX7 uses a different calculation? */
410 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
411 tex_op_args
.input
[0], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[0]));
412 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
413 tex_op_args
.input
[1], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[1]));
416 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
417 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_TRUE
, GL_FALSE
, GL_FALSE
));
420 case WINED3D_TOP_MULTIPLY_ADD
:
421 /* Input, arg3*1+arg1*arg2 */
422 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
423 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
424 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
425 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
426 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
427 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
428 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
429 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
432 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
433 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
436 case WINED3D_TOP_LERP
:
437 /* Input, arg3*arg1+(1-arg3)*arg2 */
438 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
439 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
440 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
441 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
442 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
443 tex_op_args
.input
[2], invert_mapping(tex_op_args
.mapping
[2]), tex_op_args
.component_usage
[2]));
444 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
445 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
448 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
449 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
452 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
453 case WINED3D_TOP_BUMPENVMAP
:
454 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
456 WARN("BUMPENVMAP requires GL_NV_texture_shader in this codepath\n");
460 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
461 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
462 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
463 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the
465 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
466 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
467 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
468 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
469 /* Always pass through to CURRENT, ignore temp arg */
470 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
471 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
475 FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n",
476 stage
, is_alpha
, debug_d3dtop(op
), op
, arg1
, arg2
, arg3
, texture_idx
);
479 checkGLcall("set_tex_op_nvrc()");
483 static void nvrc_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
485 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
486 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
487 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
488 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
489 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
491 TRACE("Setting color op for stage %u.\n", stage
);
493 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
494 if (use_ps(state
)) return;
496 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
498 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
500 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
502 FIXME("Attempt to enable unsupported stage!\n");
505 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
508 if (context
->lowest_disabled_stage
> 0)
510 gl_info
->gl_ops
.gl
.p_glEnable(GL_REGISTER_COMBINERS_NV
);
511 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV
, context
->lowest_disabled_stage
));
515 gl_info
->gl_ops
.gl
.p_glDisable(GL_REGISTER_COMBINERS_NV
);
517 if (stage
>= context
->lowest_disabled_stage
)
519 TRACE("Stage disabled\n");
520 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
522 /* Disable everything here */
523 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
524 checkGLcall("glDisable(GL_TEXTURE_2D)");
525 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
526 checkGLcall("glDisable(GL_TEXTURE_3D)");
527 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
529 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
530 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
532 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
534 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
535 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
537 if (gl_info
->supported
[NV_TEXTURE_SHADER2
] && mapped_stage
< gl_info
->limits
.textures
)
539 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
546 /* The sampler will also activate the correct texture dimensions, so no need to do it here
547 * if the sampler for this stage is dirty
549 if (!isStateDirty(context
, STATE_SAMPLER(stage
)))
553 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
554 nvts_activate_dimensions(state
, stage
, context_gl
);
556 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
560 /* Set the texture combiners */
561 set_tex_op_nvrc(gl_info
, state
, FALSE
, stage
,
562 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
563 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
564 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
565 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
],
567 state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
569 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
570 * thus the texture shader may have to be updated
572 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
574 BOOL usesBump
= (state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
575 || state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP
);
576 BOOL usedBump
= !!(context
->texShaderBumpMap
& 1u << (stage
+ 1));
577 if (usesBump
!= usedBump
)
579 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
+ 1);
580 nvts_activate_dimensions(state
, stage
+ 1, context_gl
);
581 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
586 static void nvrc_resultarg(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
588 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
590 TRACE("Setting result arg for stage %u.\n", stage
);
592 if (!isStateDirty(context
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
)))
594 context_apply_state(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
596 if (!isStateDirty(context
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
)))
598 context_apply_state(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
602 static void nvts_texdim(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
604 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
605 unsigned int sampler
, mapped_stage
;
607 sampler
= state_id
- STATE_SAMPLER(0);
608 mapped_stage
= context_gl
->tex_unit_map
[sampler
];
610 /* No need to enable / disable anything here for unused samplers. The tex_colorop
611 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
612 * will take care of this business. */
613 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
|| mapped_stage
>= context
->gl_info
->limits
.textures
)
615 if (sampler
>= context
->lowest_disabled_stage
)
617 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
620 nvts_activate_dimensions(state
, sampler
, context_gl
);
623 static void nvts_bumpenvmat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
625 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
626 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
627 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
+ 1];
628 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
631 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
632 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
633 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
634 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
635 * for stage + 1. Keep the nvrc tex unit mapping in mind too
637 if (mapped_stage
< gl_info
->limits
.textures
)
639 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
641 /* We can't just pass a pointer to the state to GL due to the
642 * different matrix format (column major vs row major). */
643 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
644 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
645 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
646 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
647 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_SHADER_NV
, GL_OFFSET_TEXTURE_MATRIX_NV
, (float *)mat
);
648 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
652 static void nvrc_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
654 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
655 struct wined3d_color color
;
657 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
658 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV
, &color
.r
));
661 /* Context activation is done by the caller. */
662 static void nvrc_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
666 gl_info
->gl_ops
.gl
.p_glEnable(GL_REGISTER_COMBINERS_NV
);
667 checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)");
671 gl_info
->gl_ops
.gl
.p_glDisable(GL_REGISTER_COMBINERS_NV
);
672 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
676 /* Context activation is done by the caller. */
677 static void nvts_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
679 nvrc_enable(gl_info
, enable
);
682 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_SHADER_NV
);
683 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
687 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_SHADER_NV
);
688 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
692 static void nvrc_fragment_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
694 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
696 caps
->wined3d_caps
= 0;
697 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
699 /* The caps below can be supported but aren't handled yet in utils.c
700 * 'd3dta_to_combiner_input', disable them until support is fixed */
702 if (gl_info
->supported
[NV_REGISTER_COMBINERS2
])
703 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_PERSTAGECONSTANT
;
706 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
707 | WINED3DTEXOPCAPS_ADDSIGNED
708 | WINED3DTEXOPCAPS_ADDSIGNED2X
709 | WINED3DTEXOPCAPS_MODULATE
710 | WINED3DTEXOPCAPS_MODULATE2X
711 | WINED3DTEXOPCAPS_MODULATE4X
712 | WINED3DTEXOPCAPS_SELECTARG1
713 | WINED3DTEXOPCAPS_SELECTARG2
714 | WINED3DTEXOPCAPS_DISABLE
715 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
716 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
717 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
718 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
719 | WINED3DTEXOPCAPS_LERP
720 | WINED3DTEXOPCAPS_SUBTRACT
721 | WINED3DTEXOPCAPS_ADDSMOOTH
722 | WINED3DTEXOPCAPS_MULTIPLYADD
723 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
724 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
725 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
726 | WINED3DTEXOPCAPS_DOTPRODUCT3
727 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
728 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
;
730 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
732 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
733 * not support 3D textures. This asks for trouble if an app uses both bump mapping
734 * and 3D textures. It also allows us to keep the code simpler by having texture
735 * shaders constantly enabled. */
736 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
737 /* TODO: Luminance bump map? */
742 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
743 WINED3DTEXOPCAPS_PREMODULATE */
746 caps
->MaxTextureBlendStages
= min(WINED3D_MAX_TEXTURES
, gl_info
->limits
.general_combiners
);
747 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
750 static DWORD
nvrc_fragment_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
752 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
755 static void *nvrc_fragment_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
760 /* Context activation is done by the caller. */
761 static void nvrc_fragment_free(struct wined3d_device
*device
, struct wined3d_context
*context
) {}
763 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
764 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
765 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
766 * register combiners extension(Pre-GF3).
769 static BOOL
nvts_color_fixup_supported(struct color_fixup_desc fixup
)
771 /* We only support identity conversions. */
772 return is_identity_fixup(fixup
);
775 static const struct wined3d_state_entry_template nvrc_fragmentstate_template
[] =
777 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
778 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
779 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
780 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
781 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
782 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
783 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
784 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
785 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
786 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
787 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
788 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
789 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
790 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
791 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
792 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
793 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
794 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
795 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
796 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
797 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
798 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
799 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
800 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
801 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
802 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
803 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
804 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
805 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
806 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
807 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
808 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
809 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
810 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
811 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
812 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
813 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
814 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
815 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
816 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
817 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
818 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
819 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
820 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
821 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
822 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
823 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
824 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
825 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
826 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
827 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
828 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
829 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
830 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
831 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
832 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
833 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
834 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
835 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
836 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
837 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
838 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
839 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
840 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
841 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
842 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
843 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
844 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
845 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
846 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
847 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
848 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
849 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
850 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
851 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
852 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
853 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
854 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
855 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
856 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
857 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
858 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
859 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
860 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
861 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
862 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
863 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
864 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
865 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
866 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
867 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
868 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
869 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
870 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
871 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
872 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
873 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
874 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
875 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
876 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
877 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
878 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
879 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
880 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
881 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
882 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
883 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), nvrc_texfactor
}, WINED3D_GL_EXT_NONE
},
884 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
885 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
886 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
887 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
888 { STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
889 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
890 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
891 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
892 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
893 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
894 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
895 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
896 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
897 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim
}, NV_TEXTURE_SHADER2
},
898 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
899 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim
}, NV_TEXTURE_SHADER2
},
900 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
901 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim
}, NV_TEXTURE_SHADER2
},
902 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
903 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim
}, NV_TEXTURE_SHADER2
},
904 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
905 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim
}, NV_TEXTURE_SHADER2
},
906 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
907 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim
}, NV_TEXTURE_SHADER2
},
908 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
909 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim
}, NV_TEXTURE_SHADER2
},
910 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
911 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim
}, NV_TEXTURE_SHADER2
},
912 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
913 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
916 static BOOL
nvrc_context_alloc(struct wined3d_context
*context
)
921 static void nvrc_context_free(struct wined3d_context
*context
)
926 const struct fragment_pipeline nvts_fragment_pipeline
= {
928 nvrc_fragment_get_caps
,
929 nvrc_fragment_get_emul_mask
,
934 nvts_color_fixup_supported
,
935 nvrc_fragmentstate_template
,
938 const struct fragment_pipeline nvrc_fragment_pipeline
= {
940 nvrc_fragment_get_caps
,
941 nvrc_fragment_get_emul_mask
,
946 nvts_color_fixup_supported
,
947 nvrc_fragmentstate_template
,