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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
32 void nvts_activate_dimensions(DWORD stage
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
35 if(stage
> 0 && (stateblock
->textureState
[stage
- 1][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAPLUMINANCE
||
36 stateblock
->textureState
[stage
- 1][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAP
)) {
38 context
->texShaderBumpMap
|= (1 << stage
);
40 context
->texShaderBumpMap
&= ~(1 << stage
);
43 if(stateblock
->textures
[stage
]) {
44 switch(stateblock
->textureDimensions
[stage
]) {
46 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_2D
);
47 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
49 case GL_TEXTURE_RECTANGLE_ARB
:
50 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_RECTANGLE_ARB
);
51 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
54 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_3D
);
55 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
57 case GL_TEXTURE_CUBE_MAP_ARB
:
58 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_CUBE_MAP_ARB
);
59 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
63 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
64 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
71 GLenum component_usage
[3];
74 static GLenum
d3dta_to_combiner_input(DWORD d3dta
, DWORD stage
, INT texture_idx
) {
76 case WINED3DTA_DIFFUSE
:
77 return GL_PRIMARY_COLOR_NV
;
79 case WINED3DTA_CURRENT
:
80 if (stage
) return GL_SPARE0_NV
;
81 else return GL_PRIMARY_COLOR_NV
;
83 case WINED3DTA_TEXTURE
:
84 if (texture_idx
> -1) return GL_TEXTURE0_ARB
+ texture_idx
;
85 else return GL_PRIMARY_COLOR_NV
;
87 case WINED3DTA_TFACTOR
:
88 return GL_CONSTANT_COLOR0_NV
;
90 case WINED3DTA_SPECULAR
:
91 return GL_SECONDARY_COLOR_NV
;
96 case WINED3DTA_CONSTANT
:
97 /* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
98 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
99 return GL_CONSTANT_COLOR1_NV
;
102 FIXME("Unrecognized texture arg %#x\n", d3dta
);
107 static GLenum
invert_mapping(GLenum mapping
) {
108 if (mapping
== GL_UNSIGNED_INVERT_NV
) return GL_UNSIGNED_IDENTITY_NV
;
109 else if (mapping
== GL_UNSIGNED_IDENTITY_NV
) return GL_UNSIGNED_INVERT_NV
;
111 FIXME("Unhandled mapping %#x\n", mapping
);
115 static void get_src_and_opr_nvrc(DWORD stage
, DWORD arg
, BOOL is_alpha
, GLenum
* input
, GLenum
* mapping
, GLenum
*component_usage
, INT texture_idx
) {
116 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
118 if (arg
& WINED3DTA_COMPLEMENT
) *mapping
= GL_UNSIGNED_INVERT_NV
;
119 else *mapping
= GL_UNSIGNED_IDENTITY_NV
; /* Clamp all values to positive ranges */
121 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
122 * should be used for all input components. */
123 if (is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
) *component_usage
= GL_ALPHA
;
124 else *component_usage
= GL_RGB
;
126 *input
= d3dta_to_combiner_input(arg
& WINED3DTA_SELECTMASK
, stage
, texture_idx
);
129 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
, DWORD dst
) {
130 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
131 tex_op_args tex_op_args
= {{0}, {0}, {0}};
132 GLenum portion
= is_alpha
? GL_ALPHA
: GL_RGB
;
133 GLenum target
= GL_COMBINER0_NV
+ stage
;
135 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
; /* For GLINFO_LOCATION */
137 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
138 stage
, is_alpha
, debug_d3dtop(op
), arg1
, arg2
, arg3
, texture_idx
);
140 /* If a texture stage references an invalid texture unit the stage just
141 * passes through the result from the previous stage */
142 if (is_invalid_op(This
, stage
, op
, arg1
, arg2
, arg3
)) {
143 arg1
= WINED3DTA_CURRENT
;
144 op
= WINED3DTOP_SELECTARG1
;
147 get_src_and_opr_nvrc(stage
, arg1
, is_alpha
, &tex_op_args
.input
[0],
148 &tex_op_args
.mapping
[0], &tex_op_args
.component_usage
[0], texture_idx
);
149 get_src_and_opr_nvrc(stage
, arg2
, is_alpha
, &tex_op_args
.input
[1],
150 &tex_op_args
.mapping
[1], &tex_op_args
.component_usage
[1], texture_idx
);
151 get_src_and_opr_nvrc(stage
, arg3
, is_alpha
, &tex_op_args
.input
[2],
152 &tex_op_args
.mapping
[2], &tex_op_args
.component_usage
[2], texture_idx
);
155 if(dst
== WINED3DTA_TEMP
) {
156 output
= GL_SPARE1_NV
;
158 output
= GL_SPARE0_NV
;
161 /* This is called by a state handler which has the gl lock held and a context for the thread */
164 case WINED3DTOP_DISABLE
:
166 if (!is_alpha
) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
167 /* Input, prev_alpha*1 */
168 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
169 GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
170 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
171 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
174 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
175 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
178 case WINED3DTOP_SELECTARG1
:
179 case WINED3DTOP_SELECTARG2
:
181 if (op
== WINED3DTOP_SELECTARG1
) {
182 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
183 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
185 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
186 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
188 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
189 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
192 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
193 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
196 case WINED3DTOP_MODULATE
:
197 case WINED3DTOP_MODULATE2X
:
198 case WINED3DTOP_MODULATE4X
:
199 /* Input, arg1*arg2 */
200 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
201 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
202 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
203 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
206 if (op
== WINED3DTOP_MODULATE
) {
207 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
208 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
209 } else if (op
== WINED3DTOP_MODULATE2X
) {
210 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
211 GL_DISCARD_NV
, GL_SCALE_BY_TWO_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
212 } else if (op
== WINED3DTOP_MODULATE4X
) {
213 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
214 GL_DISCARD_NV
, GL_SCALE_BY_FOUR_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
219 case WINED3DTOP_ADDSIGNED
:
220 case WINED3DTOP_ADDSIGNED2X
:
221 /* Input, arg1*1+arg2*1 */
222 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
223 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
224 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
225 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
226 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
227 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
228 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
229 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
232 if (op
== WINED3DTOP_ADD
) {
233 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
234 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
235 } else if (op
== WINED3DTOP_ADDSIGNED
) {
236 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
237 output
, GL_NONE
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
238 } else if (op
== WINED3DTOP_ADDSIGNED2X
) {
239 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
240 output
, GL_SCALE_BY_TWO_NV
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
244 case WINED3DTOP_SUBTRACT
:
245 /* Input, arg1*1+-arg2*1 */
246 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
247 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
248 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
249 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
250 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
251 tex_op_args
.input
[1], GL_SIGNED_NEGATE_NV
, tex_op_args
.component_usage
[1]));
252 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
253 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
256 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
257 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
260 case WINED3DTOP_ADDSMOOTH
:
261 /* Input, arg1*1+(1-arg1)*arg2 */
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
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
268 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
269 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
272 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
273 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
276 case WINED3DTOP_BLENDDIFFUSEALPHA
:
277 case WINED3DTOP_BLENDTEXTUREALPHA
:
278 case WINED3DTOP_BLENDFACTORALPHA
:
279 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
280 case WINED3DTOP_BLENDCURRENTALPHA
:
282 GLenum alpha_src
= GL_PRIMARY_COLOR_NV
;
283 if (op
== WINED3DTOP_BLENDDIFFUSEALPHA
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_DIFFUSE
, stage
, texture_idx
);
284 else if (op
== WINED3DTOP_BLENDTEXTUREALPHA
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
285 else if (op
== WINED3DTOP_BLENDFACTORALPHA
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_TFACTOR
, stage
, texture_idx
);
286 else if (op
== WINED3DTOP_BLENDTEXTUREALPHAPM
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
287 else if (op
== WINED3DTOP_BLENDCURRENTALPHA
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_CURRENT
, stage
, texture_idx
);
288 else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op
));
290 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
291 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
292 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
293 if (op
== WINED3DTOP_BLENDTEXTUREALPHAPM
)
295 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
296 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
298 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
299 alpha_src
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
301 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
302 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
303 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
304 alpha_src
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
307 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
308 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
312 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
313 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
314 if (is_alpha
) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
315 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
316 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
317 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
318 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
319 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
320 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
321 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
322 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
325 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
326 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
329 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
330 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
331 if (is_alpha
) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
332 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
333 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
334 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
335 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
336 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
337 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
338 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
339 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
342 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
343 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
346 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
347 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
348 if (is_alpha
) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR)\n");
349 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
350 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), GL_ALPHA
));
351 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
352 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
353 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_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_D_NV
,
356 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
359 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
360 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
363 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
364 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
365 if (is_alpha
) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA)\n");
366 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
367 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
368 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
369 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
370 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
371 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
372 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
373 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
376 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
377 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
380 case WINED3DTOP_DOTPRODUCT3
:
381 /* Input, arg1 . arg2 */
382 /* FIXME: DX7 uses a different calculation? */
383 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
384 tex_op_args
.input
[0], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[0]));
385 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
386 tex_op_args
.input
[1], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[1]));
389 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
390 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_TRUE
, GL_FALSE
, GL_FALSE
));
393 case WINED3DTOP_MULTIPLYADD
:
394 /* Input, arg3*1+arg1*arg2 */
395 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
396 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
397 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
398 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
399 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
400 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
401 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
402 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
405 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
406 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
409 case WINED3DTOP_LERP
:
410 /* Input, arg3*arg1+(1-arg3)*arg2 */
411 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
412 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
413 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
414 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
415 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
416 tex_op_args
.input
[2], invert_mapping(tex_op_args
.mapping
[2]), tex_op_args
.component_usage
[2]));
417 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
418 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
421 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
422 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
425 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
426 case WINED3DTOP_BUMPENVMAP
:
427 if(GL_SUPPORT(NV_TEXTURE_SHADER
)) {
428 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
429 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
430 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
431 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
433 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
434 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
435 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
436 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
437 /* Always pass through to CURRENT, ignore temp arg */
438 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
439 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
444 FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
445 stage
, is_alpha
, debug_d3dtop(op
), op
, arg1
, arg2
, arg3
, texture_idx
);
448 checkGLcall("set_tex_op_nvrc()\n");
453 static void nvrc_colorop(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
454 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE
;
455 DWORD mapped_stage
= stateblock
->wineD3DDevice
->texUnitMap
[stage
];
456 BOOL tex_used
= stateblock
->wineD3DDevice
->fixed_function_usage_map
[stage
];
458 TRACE("Setting color op for stage %d\n", stage
);
460 if (stateblock
->pixelShader
&& stateblock
->wineD3DDevice
->ps_selected_mode
!= SHADER_NONE
&&
461 ((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.function
) {
462 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
466 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
468 if (mapped_stage
!= -1) {
469 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
470 if (tex_used
&& mapped_stage
>= GL_LIMITS(textures
)) {
471 FIXME("Attempt to enable unsupported stage!\n");
474 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
475 checkGLcall("glActiveTextureARB");
476 } else if (stage
> 0) {
477 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
482 if(stateblock
->lowest_disabled_stage
> 0) {
483 glEnable(GL_REGISTER_COMBINERS_NV
);
484 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV
, stateblock
->lowest_disabled_stage
));
486 glDisable(GL_REGISTER_COMBINERS_NV
);
488 if(stage
>= stateblock
->lowest_disabled_stage
) {
489 TRACE("Stage disabled\n");
490 if (mapped_stage
!= -1) {
491 /* Disable everything here */
492 glDisable(GL_TEXTURE_2D
);
493 checkGLcall("glDisable(GL_TEXTURE_2D)");
494 glDisable(GL_TEXTURE_3D
);
495 checkGLcall("glDisable(GL_TEXTURE_3D)");
496 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
497 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
498 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
500 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
501 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
502 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
504 if(GL_SUPPORT(NV_TEXTURE_SHADER2
) && mapped_stage
< GL_LIMITS(textures
)) {
505 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
512 /* The sampler will also activate the correct texture dimensions, so no need to do it here
513 * if the sampler for this stage is dirty
515 if(!isStateDirty(context
, STATE_SAMPLER(stage
))) {
517 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
518 nvts_activate_dimensions(stage
, stateblock
, context
);
520 texture_activate_dimensions(stage
, stateblock
, context
);
525 /* Set the texture combiners */
526 set_tex_op_nvrc((IWineD3DDevice
*)stateblock
->wineD3DDevice
, FALSE
, stage
,
527 stateblock
->textureState
[stage
][WINED3DTSS_COLOROP
],
528 stateblock
->textureState
[stage
][WINED3DTSS_COLORARG1
],
529 stateblock
->textureState
[stage
][WINED3DTSS_COLORARG2
],
530 stateblock
->textureState
[stage
][WINED3DTSS_COLORARG0
],
532 stateblock
->textureState
[stage
][WINED3DTSS_RESULTARG
]);
534 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
535 * thus the texture shader may have to be updated
537 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
538 BOOL usesBump
= (stateblock
->textureState
[stage
][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAPLUMINANCE
||
539 stateblock
->textureState
[stage
][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAP
) ? TRUE
: FALSE
;
540 BOOL usedBump
= (context
->texShaderBumpMap
& 1 << (stage
+ 1)) ? TRUE
: FALSE
;
541 if(usesBump
!= usedBump
) {
542 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
+ 1));
543 checkGLcall("glActiveTextureARB");
544 nvts_activate_dimensions(stage
+ 1, stateblock
, context
);
545 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
546 checkGLcall("glActiveTextureARB");
551 void nvts_texdim(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
552 DWORD sampler
= state
- STATE_SAMPLER(0);
553 DWORD mapped_stage
= stateblock
->wineD3DDevice
->texUnitMap
[sampler
];
555 /* No need to enable / disable anything here for unused samplers. The tex_colorop
556 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
557 * will take care of this business
559 if(mapped_stage
== -1 || mapped_stage
>= GL_LIMITS(textures
)) return;
560 if(sampler
>= stateblock
->lowest_disabled_stage
) return;
561 if(isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
))) return;
563 nvts_activate_dimensions(sampler
, stateblock
, context
);
566 static void nvts_bumpenvmat(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
567 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE
;
568 DWORD mapped_stage
= stateblock
->wineD3DDevice
->texUnitMap
[stage
+ 1];
571 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
572 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
573 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
574 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
575 * for stage + 1. Keep the nvrc tex unit mapping in mind too
577 if(mapped_stage
< GL_LIMITS(textures
)) {
578 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
579 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
581 /* We can't just pass a pointer to the stateblock to GL due to the different matrix
582 * format(column major vs row major)
584 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
585 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
586 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
587 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
588 glTexEnvfv(GL_TEXTURE_SHADER_NV
, GL_OFFSET_TEXTURE_MATRIX_NV
, (float *) mat
);
589 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
593 static void nvrc_texfactor(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
595 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
596 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV
, &col
[0]));
598 #undef GLINFO_LOCATION
600 #define GLINFO_LOCATION (*gl_info)
601 static void nvrc_enable(IWineD3DDevice
*iface
, BOOL enable
) { }
603 static void nvts_enable(IWineD3DDevice
*iface
, BOOL enable
) {
605 glEnable(GL_TEXTURE_SHADER_NV
);
606 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
608 glDisable(GL_TEXTURE_SHADER_NV
);
609 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
613 static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct fragment_caps
*pCaps
) {
614 pCaps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
|
615 WINED3DTEXOPCAPS_ADDSIGNED
|
616 WINED3DTEXOPCAPS_ADDSIGNED2X
|
617 WINED3DTEXOPCAPS_MODULATE
|
618 WINED3DTEXOPCAPS_MODULATE2X
|
619 WINED3DTEXOPCAPS_MODULATE4X
|
620 WINED3DTEXOPCAPS_SELECTARG1
|
621 WINED3DTEXOPCAPS_SELECTARG2
|
622 WINED3DTEXOPCAPS_DISABLE
|
623 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
624 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
625 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
626 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
627 WINED3DTEXOPCAPS_LERP
|
628 WINED3DTEXOPCAPS_SUBTRACT
|
629 WINED3DTEXOPCAPS_ADDSMOOTH
|
630 WINED3DTEXOPCAPS_MULTIPLYADD
|
631 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
632 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
633 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
634 WINED3DTEXOPCAPS_DOTPRODUCT3
|
635 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
636 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
;
638 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
639 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
640 * not support 3D textures. This asks for trouble if an app uses both bump mapping
641 * and 3D textures. It also allows us to keep the code simpler by having texture
642 * shaders constantly enabled.
644 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
645 /* TODO: Luminance bump map? */
650 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
651 WINED3DTEXOPCAPS_PREMODULATE */
654 pCaps
->MaxTextureBlendStages
= GL_LIMITS(texture_stages
);
655 pCaps
->MaxSimultaneousTextures
= GL_LIMITS(textures
);
657 pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
659 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
661 if (GL_SUPPORT(NV_REGISTER_COMBINERS2
))
662 pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_PERSTAGECONSTANT
;
666 static HRESULT
nvrc_fragment_alloc(IWineD3DDevice
*iface
) { return WINED3D_OK
; }
667 static void nvrc_fragment_free(IWineD3DDevice
*iface
) {}
669 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
670 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
671 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
672 * register combiners extension(Pre-GF3).
675 static BOOL
nvts_conv_supported(WINED3DFORMAT fmt
) {
676 TRACE("Checking shader format support for format %s: [FAILED]\n", debug_d3dformat(fmt
));
680 const struct StateEntryTemplate nvrc_fragmentstate_template
[] = {
681 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
682 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
683 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
684 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
685 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
686 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
687 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
688 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
689 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
690 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
691 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
692 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
693 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
694 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
695 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
696 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
697 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
698 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
699 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
700 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
701 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
702 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
703 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
704 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
705 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
706 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
707 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
708 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
709 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
710 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
711 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
712 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
713 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
714 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
715 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
716 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
717 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
718 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
719 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
720 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
721 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
722 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
723 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
724 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
725 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
726 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
727 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
728 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
729 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
730 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
731 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
732 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
733 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
734 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
735 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
736 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
737 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
738 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
739 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
740 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
741 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
742 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
743 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
744 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
745 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
746 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
747 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
748 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
749 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
750 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
751 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
752 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
753 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
754 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
755 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
756 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
757 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
758 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
759 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
760 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
761 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
762 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
763 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
764 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
765 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
766 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
767 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
768 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
769 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
770 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
771 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
772 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
773 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
774 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
775 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
776 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
777 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
778 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
779 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
780 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
781 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
782 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
783 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
784 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
785 { STATE_PIXELSHADER
, { STATE_PIXELSHADER
, apply_pixelshader
}, 0 },
786 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, apply_pixelshader
}, 0 },
787 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), nvrc_texfactor
}, 0 },
788 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim
}, NV_TEXTURE_SHADER2
},
789 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, 0 },
790 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim
}, NV_TEXTURE_SHADER2
},
791 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, 0 },
792 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim
}, NV_TEXTURE_SHADER2
},
793 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, 0 },
794 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim
}, NV_TEXTURE_SHADER2
},
795 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, 0 },
796 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim
}, NV_TEXTURE_SHADER2
},
797 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, 0 },
798 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim
}, NV_TEXTURE_SHADER2
},
799 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, 0 },
800 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim
}, NV_TEXTURE_SHADER2
},
801 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, 0 },
802 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim
}, NV_TEXTURE_SHADER2
},
803 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, 0 },
804 {0 /* Terminate */, { 0, 0 }, 0 },
807 const struct fragment_pipeline nvts_fragment_pipeline
= {
809 nvrc_fragment_get_caps
,
813 nvrc_fragmentstate_template
,
814 FALSE
/* we cannot disable projected textures. The vertex pipe has to do it */
817 const struct fragment_pipeline nvrc_fragment_pipeline
= {
819 nvrc_fragment_get_caps
,
823 nvrc_fragmentstate_template
,
824 FALSE
/* we cannot disable projected textures. The vertex pipe has to do it */