iccvid: Use the ARRAY_SIZE() macro.
[wine.git] / dlls / wined3d / nvidia_texture_shader.c
blobe05df20bfdaffbeb107b61ea35f21d9ee9228e1d
1 /*
2 * Fixed function pipeline replacement using GL_NV_register_combiners
3 * and GL_NV_texture_shader
5 * Copyright 2006 Henri Verbeet
6 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include "wine/port.h"
25 #include <stdio.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, DWORD stage, struct wined3d_context *context)
35 const struct wined3d_gl_info *gl_info = context->gl_info;
36 struct wined3d_texture *texture;
37 BOOL bumpmap = FALSE;
39 if (stage > 0
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))
43 bumpmap = TRUE;
44 context->texShaderBumpMap |= (1u << stage);
46 else
48 context->texShaderBumpMap &= ~(1u << stage);
51 if ((texture = state->textures[stage]))
53 switch (wined3d_texture_gl(texture)->target)
55 case GL_TEXTURE_2D:
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, ...)");
59 break;
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, ...)");
64 break;
65 case GL_TEXTURE_3D:
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)");
68 break;
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)");
72 break;
73 default:
74 FIXME("Unhandled target %#x.\n", wined3d_texture_gl(texture)->target);
75 break;
78 else
80 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
81 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
85 struct tex_op_args
87 GLenum input[3];
88 GLenum mapping[3];
89 GLenum component_usage[3];
92 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
93 switch (d3dta) {
94 case WINED3DTA_DIFFUSE:
95 return GL_PRIMARY_COLOR_NV;
97 case WINED3DTA_CURRENT:
98 if (stage) return GL_SPARE0_NV;
99 else return GL_PRIMARY_COLOR_NV;
101 case WINED3DTA_TEXTURE:
102 if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
103 else return GL_PRIMARY_COLOR_NV;
105 case WINED3DTA_TFACTOR:
106 return GL_CONSTANT_COLOR0_NV;
108 case WINED3DTA_SPECULAR:
109 return GL_SECONDARY_COLOR_NV;
111 case WINED3DTA_TEMP:
112 return GL_SPARE1_NV;
114 case WINED3DTA_CONSTANT:
115 /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
116 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
117 return GL_CONSTANT_COLOR1_NV;
119 default:
120 FIXME("Unrecognized texture arg %#x\n", d3dta);
121 return GL_TEXTURE;
125 static GLenum invert_mapping(GLenum mapping) {
126 if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
127 else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
129 FIXME("Unhandled mapping %#x\n", mapping);
130 return mapping;
133 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
134 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
135 * be used. */
136 if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
137 else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
139 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
140 * should be used for all input components. */
141 if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
142 else *component_usage = GL_RGB;
144 *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
147 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha,
148 int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
150 struct tex_op_args tex_op_args = {{0}, {0}, {0}};
151 GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
152 GLenum target = GL_COMBINER0_NV + stage;
153 GLenum output;
155 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
156 stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
158 /* If a texture stage references an invalid texture unit the stage just
159 * passes through the result from the previous stage */
160 if (is_invalid_op(state, stage, op, arg1, arg2, arg3))
162 arg1 = WINED3DTA_CURRENT;
163 op = WINED3D_TOP_SELECT_ARG1;
166 get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
167 &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
168 get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
169 &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
170 get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
171 &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
174 if(dst == WINED3DTA_TEMP) {
175 output = GL_SPARE1_NV;
176 } else {
177 output = GL_SPARE0_NV;
180 switch (op)
182 case WINED3D_TOP_DISABLE:
183 /* Only for alpha */
184 if (!is_alpha)
185 ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
186 /* Input, prev_alpha*1 */
187 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
188 GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
189 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
190 GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
192 /* Output */
193 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
194 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
195 break;
197 case WINED3D_TOP_SELECT_ARG1:
198 case WINED3D_TOP_SELECT_ARG2:
199 /* Input, arg*1 */
200 if (op == WINED3D_TOP_SELECT_ARG1)
201 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
202 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
203 else
204 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
205 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
206 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
207 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
209 /* Output */
210 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
211 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
212 break;
214 case WINED3D_TOP_MODULATE:
215 case WINED3D_TOP_MODULATE_2X:
216 case WINED3D_TOP_MODULATE_4X:
217 /* Input, arg1*arg2 */
218 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
219 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
220 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
221 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
223 /* Output */
224 if (op == WINED3D_TOP_MODULATE)
225 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
226 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
227 else if (op == WINED3D_TOP_MODULATE_2X)
228 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
229 GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
230 else if (op == WINED3D_TOP_MODULATE_4X)
231 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
232 GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
233 break;
235 case WINED3D_TOP_ADD:
236 case WINED3D_TOP_ADD_SIGNED:
237 case WINED3D_TOP_ADD_SIGNED_2X:
238 /* Input, arg1*1+arg2*1 */
239 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
240 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
241 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
242 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
243 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
244 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
245 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
246 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
248 /* Output */
249 if (op == WINED3D_TOP_ADD)
250 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
251 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
252 else if (op == WINED3D_TOP_ADD_SIGNED)
253 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
254 output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
255 else if (op == WINED3D_TOP_ADD_SIGNED_2X)
256 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
257 output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
258 break;
260 case WINED3D_TOP_SUBTRACT:
261 /* Input, arg1*1+-arg2*1 */
262 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
263 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
264 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
265 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
266 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
267 tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
268 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
269 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
271 /* Output */
272 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
273 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
274 break;
276 case WINED3D_TOP_ADD_SMOOTH:
277 /* Input, arg1*1+(1-arg1)*arg2 */
278 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
279 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
280 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
281 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
282 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
283 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
284 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
285 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
287 /* Output */
288 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
289 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
290 break;
292 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
293 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
294 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
295 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
296 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
298 GLenum alpha_src = GL_PRIMARY_COLOR_NV;
299 if (op == WINED3D_TOP_BLEND_DIFFUSE_ALPHA)
300 alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
301 else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
302 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
303 else if (op == WINED3D_TOP_BLEND_FACTOR_ALPHA)
304 alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
305 else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
306 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
307 else if (op == WINED3D_TOP_BLEND_CURRENT_ALPHA)
308 alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
309 else
310 FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op));
312 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
313 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
314 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
315 if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
317 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
318 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
319 } else {
320 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
321 alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
323 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
324 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
325 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
326 alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
328 /* Output */
329 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
330 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
331 break;
334 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
335 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
336 if (is_alpha)
337 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
338 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
339 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
340 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
341 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
342 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
343 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
344 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
345 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
347 /* Output */
348 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
349 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
350 break;
352 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
353 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
354 if (is_alpha)
355 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
356 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
357 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
358 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
359 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
360 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
361 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
362 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
363 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
365 /* Output */
366 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
367 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
368 break;
370 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
371 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
372 if (is_alpha)
373 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
374 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
375 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
376 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
377 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
378 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
379 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
380 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
381 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
383 /* Output */
384 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
385 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
386 break;
388 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
389 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
390 if (is_alpha)
391 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
392 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
393 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
394 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
395 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
396 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
397 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
398 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
399 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
401 /* Output */
402 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
403 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
404 break;
406 case WINED3D_TOP_DOTPRODUCT3:
407 /* Input, arg1 . arg2 */
408 /* FIXME: DX7 uses a different calculation? */
409 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
410 tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
411 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
412 tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
414 /* Output */
415 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
416 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
417 break;
419 case WINED3D_TOP_MULTIPLY_ADD:
420 /* Input, arg3*1+arg1*arg2 */
421 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
422 tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
423 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
424 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
425 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
426 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
427 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
428 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
430 /* Output */
431 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
432 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
433 break;
435 case WINED3D_TOP_LERP:
436 /* Input, arg3*arg1+(1-arg3)*arg2 */
437 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
438 tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
439 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
440 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
441 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
442 tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
443 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
444 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
446 /* Output */
447 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
448 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
449 break;
451 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
452 case WINED3D_TOP_BUMPENVMAP:
453 if (!gl_info->supported[NV_TEXTURE_SHADER])
455 WARN("BUMPENVMAP requires GL_NV_texture_shader in this codepath\n");
456 break;
459 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
460 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
461 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
462 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the
463 * next stage */
464 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
465 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
466 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
467 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
468 /* Always pass through to CURRENT, ignore temp arg */
469 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
470 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
471 break;
473 default:
474 FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n",
475 stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
478 checkGLcall("set_tex_op_nvrc()");
482 static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
484 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
485 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
486 DWORD mapped_stage = context->tex_unit_map[stage];
487 const struct wined3d_gl_info *gl_info = context->gl_info;
489 TRACE("Setting color op for stage %u.\n", stage);
491 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
492 if (use_ps(state)) return;
494 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
496 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
498 if (tex_used && mapped_stage >= gl_info->limits.textures)
500 FIXME("Attempt to enable unsupported stage!\n");
501 return;
503 context_active_texture(context, gl_info, mapped_stage);
506 if (context->lowest_disabled_stage > 0)
508 gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV);
509 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, context->lowest_disabled_stage));
511 else
513 gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV);
515 if (stage >= context->lowest_disabled_stage)
517 TRACE("Stage disabled\n");
518 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
520 /* Disable everything here */
521 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
522 checkGLcall("glDisable(GL_TEXTURE_2D)");
523 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
524 checkGLcall("glDisable(GL_TEXTURE_3D)");
525 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
527 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
528 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
530 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
532 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
533 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
535 if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
537 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
540 /* All done */
541 return;
544 /* The sampler will also activate the correct texture dimensions, so no need to do it here
545 * if the sampler for this stage is dirty
547 if (!isStateDirty(context, STATE_SAMPLER(stage)))
549 if (tex_used)
551 if (gl_info->supported[NV_TEXTURE_SHADER2])
553 nvts_activate_dimensions(state, stage, context);
555 else
557 texture_activate_dimensions(state->textures[stage], gl_info);
562 /* Set the texture combiners */
563 set_tex_op_nvrc(gl_info, state, FALSE, stage,
564 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
565 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
566 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
567 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0],
568 mapped_stage,
569 state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
571 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
572 * thus the texture shader may have to be updated
574 if (gl_info->supported[NV_TEXTURE_SHADER2])
576 BOOL usesBump = (state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
577 || state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP);
578 BOOL usedBump = !!(context->texShaderBumpMap & 1u << (stage + 1));
579 if (usesBump != usedBump)
581 context_active_texture(context, gl_info, mapped_stage + 1);
582 nvts_activate_dimensions(state, stage + 1, context);
583 context_active_texture(context, gl_info, mapped_stage);
588 static void nvrc_resultarg(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
590 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
592 TRACE("Setting result arg for stage %u.\n", stage);
594 if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP)))
596 context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
598 if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP)))
600 context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
604 static void nvts_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
606 DWORD sampler = state_id - STATE_SAMPLER(0);
607 DWORD mapped_stage = context->tex_unit_map[sampler];
609 /* No need to enable / disable anything here for unused samplers. The tex_colorop
610 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
611 * will take care of this business. */
612 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
613 return;
614 if (sampler >= context->lowest_disabled_stage)
615 return;
616 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
617 return;
619 nvts_activate_dimensions(state, sampler, context);
622 static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
624 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
625 DWORD mapped_stage = context->tex_unit_map[stage + 1];
626 const struct wined3d_gl_info *gl_info = context->gl_info;
627 float mat[2][2];
629 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
630 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
631 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
632 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
633 * for stage + 1. Keep the nvrc tex unit mapping in mind too
635 if (mapped_stage < gl_info->limits.textures)
637 context_active_texture(context, gl_info, mapped_stage);
639 /* We can't just pass a pointer to the state to GL due to the
640 * different matrix format (column major vs row major). */
641 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
642 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
643 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
644 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
645 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat);
646 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
650 static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
652 const struct wined3d_gl_info *gl_info = context->gl_info;
653 struct wined3d_color color;
655 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
656 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &color.r));
659 /* Context activation is done by the caller. */
660 static void nvrc_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
662 if (enable)
664 gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV);
665 checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)");
667 else
669 gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV);
670 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
674 /* Context activation is done by the caller. */
675 static void nvts_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
677 nvrc_enable(gl_info, enable);
678 if (enable)
680 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_SHADER_NV);
681 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
683 else
685 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_SHADER_NV);
686 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
690 static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
692 caps->wined3d_caps = 0;
693 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
695 /* The caps below can be supported but aren't handled yet in utils.c
696 * 'd3dta_to_combiner_input', disable them until support is fixed */
697 #if 0
698 if (gl_info->supported[NV_REGISTER_COMBINERS2])
699 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
700 #endif
702 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
703 | WINED3DTEXOPCAPS_ADDSIGNED
704 | WINED3DTEXOPCAPS_ADDSIGNED2X
705 | WINED3DTEXOPCAPS_MODULATE
706 | WINED3DTEXOPCAPS_MODULATE2X
707 | WINED3DTEXOPCAPS_MODULATE4X
708 | WINED3DTEXOPCAPS_SELECTARG1
709 | WINED3DTEXOPCAPS_SELECTARG2
710 | WINED3DTEXOPCAPS_DISABLE
711 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
712 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
713 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
714 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
715 | WINED3DTEXOPCAPS_LERP
716 | WINED3DTEXOPCAPS_SUBTRACT
717 | WINED3DTEXOPCAPS_ADDSMOOTH
718 | WINED3DTEXOPCAPS_MULTIPLYADD
719 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
720 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
721 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
722 | WINED3DTEXOPCAPS_DOTPRODUCT3
723 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
724 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
726 if (gl_info->supported[NV_TEXTURE_SHADER2])
728 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
729 * not support 3D textures. This asks for trouble if an app uses both bump mapping
730 * and 3D textures. It also allows us to keep the code simpler by having texture
731 * shaders constantly enabled. */
732 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
733 /* TODO: Luminance bump map? */
736 #if 0
737 /* FIXME: Add
738 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
739 WINED3DTEXOPCAPS_PREMODULATE */
740 #endif
742 caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
743 caps->MaxSimultaneousTextures = gl_info->limits.textures;
746 static DWORD nvrc_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
748 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
751 static void *nvrc_fragment_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
753 return shader_priv;
756 /* Context activation is done by the caller. */
757 static void nvrc_fragment_free(struct wined3d_device *device) {}
759 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
760 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
761 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
762 * register combiners extension(Pre-GF3).
765 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
767 /* We only support identity conversions. */
768 return is_identity_fixup(fixup);
771 static const struct StateEntryTemplate nvrc_fragmentstate_template[] =
773 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
774 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
775 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
776 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
777 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
778 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
779 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
780 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
781 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
782 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
783 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
784 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
785 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE },
786 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
787 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
788 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
789 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
790 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
791 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
792 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
793 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
794 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
795 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
796 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
797 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
798 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE },
799 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
800 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
801 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
802 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
803 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
804 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
805 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
806 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
807 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
808 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
809 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
810 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
811 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE },
812 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
813 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
814 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
815 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
816 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
817 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
818 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
819 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
820 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
821 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
822 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
823 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
824 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE },
825 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
826 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
827 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
828 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
829 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
830 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
831 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
832 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
833 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
834 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
835 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
836 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
837 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE },
838 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
839 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
840 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
841 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
842 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
843 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
844 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
845 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
846 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
847 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
848 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
849 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
850 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE },
851 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
852 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
853 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
854 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
855 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
856 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
857 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
858 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
859 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
860 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
861 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
862 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
863 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE },
864 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
865 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
866 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
867 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
868 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
869 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
870 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
871 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
872 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
873 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
874 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
875 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
876 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE },
877 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
878 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
879 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE },
880 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
881 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
882 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
883 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
884 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
885 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
886 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
887 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
888 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
889 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
890 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
891 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
892 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
893 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim }, NV_TEXTURE_SHADER2 },
894 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
895 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim }, NV_TEXTURE_SHADER2 },
896 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
897 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim }, NV_TEXTURE_SHADER2 },
898 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
899 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim }, NV_TEXTURE_SHADER2 },
900 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
901 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim }, NV_TEXTURE_SHADER2 },
902 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
903 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim }, NV_TEXTURE_SHADER2 },
904 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
905 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim }, NV_TEXTURE_SHADER2 },
906 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
907 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim }, NV_TEXTURE_SHADER2 },
908 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
909 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
912 static BOOL nvrc_context_alloc(struct wined3d_context *context)
914 return TRUE;
917 static void nvrc_context_free(struct wined3d_context *context)
922 const struct fragment_pipeline nvts_fragment_pipeline = {
923 nvts_enable,
924 nvrc_fragment_get_caps,
925 nvrc_fragment_get_emul_mask,
926 nvrc_fragment_alloc,
927 nvrc_fragment_free,
928 nvrc_context_alloc,
929 nvrc_context_free,
930 nvts_color_fixup_supported,
931 nvrc_fragmentstate_template,
934 const struct fragment_pipeline nvrc_fragment_pipeline = {
935 nvrc_enable,
936 nvrc_fragment_get_caps,
937 nvrc_fragment_get_emul_mask,
938 nvrc_fragment_alloc,
939 nvrc_fragment_free,
940 nvrc_context_alloc,
941 nvrc_context_free,
942 nvts_color_fixup_supported,
943 nvrc_fragmentstate_template,