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"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
32 /* Context activation for state handlers is done by the caller. */
34 static void nvts_activate_dimensions(const struct wined3d_state
*state
, DWORD stage
, struct wined3d_context
*context
)
36 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
40 && (state
->texture_states
[stage
- 1][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
41 || state
->texture_states
[stage
- 1][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP
))
44 context
->texShaderBumpMap
|= (1u << stage
);
48 context
->texShaderBumpMap
&= ~(1u << stage
);
51 if (state
->textures
[stage
])
53 switch (state
->textures
[stage
]->target
)
56 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
,
57 bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_2D
);
58 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
60 case GL_TEXTURE_RECTANGLE_ARB
:
61 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
,
62 bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_RECTANGLE_ARB
);
63 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
66 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_3D
);
67 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
69 case GL_TEXTURE_CUBE_MAP_ARB
:
70 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_CUBE_MAP_ARB
);
71 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
77 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
78 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
86 GLenum component_usage
[3];
89 static GLenum
d3dta_to_combiner_input(DWORD d3dta
, DWORD stage
, INT texture_idx
) {
91 case WINED3DTA_DIFFUSE
:
92 return GL_PRIMARY_COLOR_NV
;
94 case WINED3DTA_CURRENT
:
95 if (stage
) return GL_SPARE0_NV
;
96 else return GL_PRIMARY_COLOR_NV
;
98 case WINED3DTA_TEXTURE
:
99 if (texture_idx
> -1) return GL_TEXTURE0_ARB
+ texture_idx
;
100 else return GL_PRIMARY_COLOR_NV
;
102 case WINED3DTA_TFACTOR
:
103 return GL_CONSTANT_COLOR0_NV
;
105 case WINED3DTA_SPECULAR
:
106 return GL_SECONDARY_COLOR_NV
;
111 case WINED3DTA_CONSTANT
:
112 /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
113 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
114 return GL_CONSTANT_COLOR1_NV
;
117 FIXME("Unrecognized texture arg %#x\n", d3dta
);
122 static GLenum
invert_mapping(GLenum mapping
) {
123 if (mapping
== GL_UNSIGNED_INVERT_NV
) return GL_UNSIGNED_IDENTITY_NV
;
124 else if (mapping
== GL_UNSIGNED_IDENTITY_NV
) return GL_UNSIGNED_INVERT_NV
;
126 FIXME("Unhandled mapping %#x\n", mapping
);
130 static void get_src_and_opr_nvrc(DWORD stage
, DWORD arg
, BOOL is_alpha
, GLenum
* input
, GLenum
* mapping
, GLenum
*component_usage
, INT texture_idx
) {
131 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
133 if (arg
& WINED3DTA_COMPLEMENT
) *mapping
= GL_UNSIGNED_INVERT_NV
;
134 else *mapping
= GL_UNSIGNED_IDENTITY_NV
; /* Clamp all values to positive ranges */
136 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
137 * should be used for all input components. */
138 if (is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
) *component_usage
= GL_ALPHA
;
139 else *component_usage
= GL_RGB
;
141 *input
= d3dta_to_combiner_input(arg
& WINED3DTA_SELECTMASK
, stage
, texture_idx
);
144 void set_tex_op_nvrc(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
, BOOL is_alpha
,
145 int stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
, DWORD dst
)
147 struct tex_op_args tex_op_args
= {{0}, {0}, {0}};
148 GLenum portion
= is_alpha
? GL_ALPHA
: GL_RGB
;
149 GLenum target
= GL_COMBINER0_NV
+ stage
;
152 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
153 stage
, is_alpha
, debug_d3dtop(op
), arg1
, arg2
, arg3
, texture_idx
);
155 /* If a texture stage references an invalid texture unit the stage just
156 * passes through the result from the previous stage */
157 if (is_invalid_op(state
, stage
, op
, arg1
, arg2
, arg3
))
159 arg1
= WINED3DTA_CURRENT
;
160 op
= WINED3D_TOP_SELECT_ARG1
;
163 get_src_and_opr_nvrc(stage
, arg1
, is_alpha
, &tex_op_args
.input
[0],
164 &tex_op_args
.mapping
[0], &tex_op_args
.component_usage
[0], texture_idx
);
165 get_src_and_opr_nvrc(stage
, arg2
, is_alpha
, &tex_op_args
.input
[1],
166 &tex_op_args
.mapping
[1], &tex_op_args
.component_usage
[1], texture_idx
);
167 get_src_and_opr_nvrc(stage
, arg3
, is_alpha
, &tex_op_args
.input
[2],
168 &tex_op_args
.mapping
[2], &tex_op_args
.component_usage
[2], texture_idx
);
171 if(dst
== WINED3DTA_TEMP
) {
172 output
= GL_SPARE1_NV
;
174 output
= GL_SPARE0_NV
;
179 case WINED3D_TOP_DISABLE
:
182 ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
183 /* Input, prev_alpha*1 */
184 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
185 GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
186 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
187 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
190 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
191 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
194 case WINED3D_TOP_SELECT_ARG1
:
195 case WINED3D_TOP_SELECT_ARG2
:
197 if (op
== WINED3D_TOP_SELECT_ARG1
)
198 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
199 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
201 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
202 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
203 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
204 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
207 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
208 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
211 case WINED3D_TOP_MODULATE
:
212 case WINED3D_TOP_MODULATE_2X
:
213 case WINED3D_TOP_MODULATE_4X
:
214 /* Input, arg1*arg2 */
215 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
216 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
217 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
218 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
221 if (op
== WINED3D_TOP_MODULATE
)
222 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
223 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
224 else if (op
== WINED3D_TOP_MODULATE_2X
)
225 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
226 GL_DISCARD_NV
, GL_SCALE_BY_TWO_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
227 else if (op
== WINED3D_TOP_MODULATE_4X
)
228 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
229 GL_DISCARD_NV
, GL_SCALE_BY_FOUR_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
232 case WINED3D_TOP_ADD
:
233 case WINED3D_TOP_ADD_SIGNED
:
234 case WINED3D_TOP_ADD_SIGNED_2X
:
235 /* Input, arg1*1+arg2*1 */
236 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
237 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
238 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
239 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
240 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
241 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
242 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
243 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
246 if (op
== WINED3D_TOP_ADD
)
247 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
248 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
249 else if (op
== WINED3D_TOP_ADD_SIGNED
)
250 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
251 output
, GL_NONE
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
252 else if (op
== WINED3D_TOP_ADD_SIGNED_2X
)
253 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
254 output
, GL_SCALE_BY_TWO_NV
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
257 case WINED3D_TOP_SUBTRACT
:
258 /* Input, arg1*1+-arg2*1 */
259 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
260 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
261 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
262 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
263 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
264 tex_op_args
.input
[1], GL_SIGNED_NEGATE_NV
, tex_op_args
.component_usage
[1]));
265 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
266 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
269 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
270 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
273 case WINED3D_TOP_ADD_SMOOTH
:
274 /* Input, arg1*1+(1-arg1)*arg2 */
275 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
276 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
277 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
278 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
279 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
280 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
281 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
282 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
285 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
286 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
289 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
290 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
291 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
292 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
293 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
295 GLenum alpha_src
= GL_PRIMARY_COLOR_NV
;
296 if (op
== WINED3D_TOP_BLEND_DIFFUSE_ALPHA
)
297 alpha_src
= d3dta_to_combiner_input(WINED3DTA_DIFFUSE
, stage
, texture_idx
);
298 else if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
)
299 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
300 else if (op
== WINED3D_TOP_BLEND_FACTOR_ALPHA
)
301 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TFACTOR
, stage
, texture_idx
);
302 else if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
303 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
304 else if (op
== WINED3D_TOP_BLEND_CURRENT_ALPHA
)
305 alpha_src
= d3dta_to_combiner_input(WINED3DTA_CURRENT
, stage
, texture_idx
);
307 FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op
));
309 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
310 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
311 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
312 if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
314 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
315 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
317 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
318 alpha_src
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
320 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_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_D_NV
,
323 alpha_src
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
326 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
327 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
331 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
332 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
334 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
335 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
336 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
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], tex_op_args
.component_usage
[0]));
341 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
342 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
345 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
346 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
349 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
350 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
352 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
353 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
354 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
355 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
356 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
357 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
358 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
359 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
360 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
363 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
364 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
367 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
368 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
370 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
371 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
372 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), GL_ALPHA
));
373 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
374 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
375 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
376 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
377 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
378 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
381 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
382 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
385 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
386 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
388 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
389 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
390 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
391 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
392 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
393 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
394 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
395 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
396 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
399 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
400 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
403 case WINED3D_TOP_DOTPRODUCT3
:
404 /* Input, arg1 . arg2 */
405 /* FIXME: DX7 uses a different calculation? */
406 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
407 tex_op_args
.input
[0], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[0]));
408 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
409 tex_op_args
.input
[1], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[1]));
412 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
413 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_TRUE
, GL_FALSE
, GL_FALSE
));
416 case WINED3D_TOP_MULTIPLY_ADD
:
417 /* Input, arg3*1+arg1*arg2 */
418 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
419 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
420 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
421 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
422 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
423 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
424 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
425 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
428 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
429 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
432 case WINED3D_TOP_LERP
:
433 /* Input, arg3*arg1+(1-arg3)*arg2 */
434 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
435 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
436 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
437 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
438 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
439 tex_op_args
.input
[2], invert_mapping(tex_op_args
.mapping
[2]), tex_op_args
.component_usage
[2]));
440 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
441 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
444 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
445 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
448 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
449 case WINED3D_TOP_BUMPENVMAP
:
450 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
452 WARN("BUMPENVMAP requires GL_NV_texture_shader in this codepath\n");
456 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
457 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
458 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
459 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the
461 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
462 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
463 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
464 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
465 /* Always pass through to CURRENT, ignore temp arg */
466 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
467 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
471 FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n",
472 stage
, is_alpha
, debug_d3dtop(op
), op
, arg1
, arg2
, arg3
, texture_idx
);
475 checkGLcall("set_tex_op_nvrc()");
479 static void nvrc_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
481 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
482 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
483 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
484 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
486 TRACE("Setting color op for stage %u.\n", stage
);
488 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
489 if (use_ps(state
)) return;
491 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
493 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
495 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
497 FIXME("Attempt to enable unsupported stage!\n");
500 context_active_texture(context
, gl_info
, mapped_stage
);
503 if (context
->lowest_disabled_stage
> 0)
505 gl_info
->gl_ops
.gl
.p_glEnable(GL_REGISTER_COMBINERS_NV
);
506 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV
, context
->lowest_disabled_stage
));
510 gl_info
->gl_ops
.gl
.p_glDisable(GL_REGISTER_COMBINERS_NV
);
512 if (stage
>= context
->lowest_disabled_stage
)
514 TRACE("Stage disabled\n");
515 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
517 /* Disable everything here */
518 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
519 checkGLcall("glDisable(GL_TEXTURE_2D)");
520 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
521 checkGLcall("glDisable(GL_TEXTURE_3D)");
522 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
524 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
525 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
527 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
529 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
530 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
532 if (gl_info
->supported
[NV_TEXTURE_SHADER2
] && mapped_stage
< gl_info
->limits
.textures
)
534 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
541 /* The sampler will also activate the correct texture dimensions, so no need to do it here
542 * if the sampler for this stage is dirty
544 if (!isStateDirty(context
, STATE_SAMPLER(stage
)))
548 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
550 nvts_activate_dimensions(state
, stage
, context
);
554 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
559 /* Set the texture combiners */
560 set_tex_op_nvrc(gl_info
, state
, FALSE
, stage
,
561 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
562 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
563 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
564 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
],
566 state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
568 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
569 * thus the texture shader may have to be updated
571 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
573 BOOL usesBump
= (state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
574 || state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP
);
575 BOOL usedBump
= !!(context
->texShaderBumpMap
& 1u << (stage
+ 1));
576 if (usesBump
!= usedBump
)
578 context_active_texture(context
, gl_info
, mapped_stage
+ 1);
579 nvts_activate_dimensions(state
, stage
+ 1, context
);
580 context_active_texture(context
, gl_info
, mapped_stage
);
585 static void nvrc_resultarg(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
587 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
589 TRACE("Setting result arg for stage %u.\n", stage
);
591 if (!isStateDirty(context
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
)))
593 context_apply_state(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
595 if (!isStateDirty(context
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
)))
597 context_apply_state(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
601 static void nvts_texdim(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
603 DWORD sampler
= state_id
- STATE_SAMPLER(0);
604 DWORD mapped_stage
= context
->tex_unit_map
[sampler
];
606 /* No need to enable / disable anything here for unused samplers. The tex_colorop
607 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
608 * will take care of this business. */
609 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
|| mapped_stage
>= context
->gl_info
->limits
.textures
)
611 if (sampler
>= context
->lowest_disabled_stage
)
613 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
616 nvts_activate_dimensions(state
, sampler
, context
);
619 static void nvts_bumpenvmat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
621 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
622 DWORD mapped_stage
= context
->tex_unit_map
[stage
+ 1];
623 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
626 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
627 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
628 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
629 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
630 * for stage + 1. Keep the nvrc tex unit mapping in mind too
632 if (mapped_stage
< gl_info
->limits
.textures
)
634 context_active_texture(context
, gl_info
, mapped_stage
);
636 /* We can't just pass a pointer to the state to GL due to the
637 * different matrix format (column major vs row major). */
638 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
639 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
640 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
641 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
642 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_SHADER_NV
, GL_OFFSET_TEXTURE_MATRIX_NV
, (float *)mat
);
643 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
647 static void nvrc_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
649 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
650 struct wined3d_color color
;
652 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
653 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV
, &color
.r
));
656 /* Context activation is done by the caller. */
657 static void nvrc_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
661 gl_info
->gl_ops
.gl
.p_glEnable(GL_REGISTER_COMBINERS_NV
);
662 checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)");
666 gl_info
->gl_ops
.gl
.p_glDisable(GL_REGISTER_COMBINERS_NV
);
667 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
671 /* Context activation is done by the caller. */
672 static void nvts_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
674 nvrc_enable(gl_info
, enable
);
677 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_SHADER_NV
);
678 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
682 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_SHADER_NV
);
683 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
687 static void nvrc_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
689 caps
->wined3d_caps
= 0;
690 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
692 /* The caps below can be supported but aren't handled yet in utils.c
693 * 'd3dta_to_combiner_input', disable them until support is fixed */
695 if (gl_info
->supported
[NV_REGISTER_COMBINERS2
])
696 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_PERSTAGECONSTANT
;
699 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
700 | WINED3DTEXOPCAPS_ADDSIGNED
701 | WINED3DTEXOPCAPS_ADDSIGNED2X
702 | WINED3DTEXOPCAPS_MODULATE
703 | WINED3DTEXOPCAPS_MODULATE2X
704 | WINED3DTEXOPCAPS_MODULATE4X
705 | WINED3DTEXOPCAPS_SELECTARG1
706 | WINED3DTEXOPCAPS_SELECTARG2
707 | WINED3DTEXOPCAPS_DISABLE
708 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
709 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
710 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
711 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
712 | WINED3DTEXOPCAPS_LERP
713 | WINED3DTEXOPCAPS_SUBTRACT
714 | WINED3DTEXOPCAPS_ADDSMOOTH
715 | WINED3DTEXOPCAPS_MULTIPLYADD
716 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
717 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
718 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
719 | WINED3DTEXOPCAPS_DOTPRODUCT3
720 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
721 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
;
723 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
725 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
726 * not support 3D textures. This asks for trouble if an app uses both bump mapping
727 * and 3D textures. It also allows us to keep the code simpler by having texture
728 * shaders constantly enabled. */
729 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
730 /* TODO: Luminance bump map? */
735 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
736 WINED3DTEXOPCAPS_PREMODULATE */
739 caps
->MaxTextureBlendStages
= min(MAX_TEXTURES
, gl_info
->limits
.general_combiners
);
740 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
743 static DWORD
nvrc_fragment_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
745 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
748 static void *nvrc_fragment_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
753 /* Context activation is done by the caller. */
754 static void nvrc_fragment_free(struct wined3d_device
*device
) {}
756 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
757 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
758 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
759 * register combiners extension(Pre-GF3).
762 static BOOL
nvts_color_fixup_supported(struct color_fixup_desc fixup
)
764 /* We only support identity conversions. */
765 return is_identity_fixup(fixup
);
768 static const struct StateEntryTemplate nvrc_fragmentstate_template
[] =
770 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
771 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
772 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
773 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
774 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
775 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
776 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
777 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
778 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
779 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
780 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
781 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
782 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
783 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
784 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
785 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
786 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
787 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
788 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
789 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
790 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
791 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
792 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
793 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
794 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
795 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
796 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
797 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
798 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
799 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
800 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
801 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
802 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
803 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
804 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
805 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
806 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
807 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
808 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
809 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
810 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
811 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
812 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
813 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
814 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
815 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
816 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
817 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
818 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
819 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
820 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
821 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
822 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
823 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
824 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
825 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
826 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
827 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
828 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
829 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
830 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
831 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
832 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
833 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
834 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
835 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
836 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
837 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
838 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
839 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
840 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
841 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
842 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
843 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
844 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
845 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
846 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
847 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
848 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
849 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
850 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
851 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
852 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
853 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
854 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
855 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
856 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
857 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
858 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
859 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
860 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
861 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
862 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
863 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
864 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
865 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
866 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
867 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
868 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
869 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
870 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
871 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
872 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
873 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
874 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
875 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
876 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), nvrc_texfactor
}, WINED3D_GL_EXT_NONE
},
877 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
878 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
879 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
880 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
881 { STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
882 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
883 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
884 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
885 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
886 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
887 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
888 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
889 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
890 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim
}, NV_TEXTURE_SHADER2
},
891 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
892 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim
}, NV_TEXTURE_SHADER2
},
893 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
894 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim
}, NV_TEXTURE_SHADER2
},
895 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
896 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim
}, NV_TEXTURE_SHADER2
},
897 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
898 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim
}, NV_TEXTURE_SHADER2
},
899 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
900 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim
}, NV_TEXTURE_SHADER2
},
901 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
902 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim
}, NV_TEXTURE_SHADER2
},
903 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
904 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim
}, NV_TEXTURE_SHADER2
},
905 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
906 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
909 static BOOL
nvrc_context_alloc(struct wined3d_context
*context
)
914 static void nvrc_context_free(struct wined3d_context
*context
)
919 const struct fragment_pipeline nvts_fragment_pipeline
= {
921 nvrc_fragment_get_caps
,
922 nvrc_fragment_get_emul_mask
,
927 nvts_color_fixup_supported
,
928 nvrc_fragmentstate_template
,
931 const struct fragment_pipeline nvrc_fragment_pipeline
= {
933 nvrc_fragment_get_caps
,
934 nvrc_fragment_get_emul_mask
,
939 nvts_color_fixup_supported
,
940 nvrc_fragmentstate_template
,