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 /* GL locking 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
)
38 && (state
->texture_states
[stage
- 1][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
39 || state
->texture_states
[stage
- 1][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP
))
42 context
->texShaderBumpMap
|= (1 << stage
);
44 context
->texShaderBumpMap
&= ~(1 << stage
);
47 if (state
->textures
[stage
])
49 switch (state
->textures
[stage
]->target
)
52 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_2D
);
53 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
55 case GL_TEXTURE_RECTANGLE_ARB
:
56 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_RECTANGLE_ARB
);
57 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
60 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_3D
);
61 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
63 case GL_TEXTURE_CUBE_MAP_ARB
:
64 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_CUBE_MAP_ARB
);
65 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
69 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
70 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
78 GLenum component_usage
[3];
81 static GLenum
d3dta_to_combiner_input(DWORD d3dta
, DWORD stage
, INT texture_idx
) {
83 case WINED3DTA_DIFFUSE
:
84 return GL_PRIMARY_COLOR_NV
;
86 case WINED3DTA_CURRENT
:
87 if (stage
) return GL_SPARE0_NV
;
88 else return GL_PRIMARY_COLOR_NV
;
90 case WINED3DTA_TEXTURE
:
91 if (texture_idx
> -1) return GL_TEXTURE0_ARB
+ texture_idx
;
92 else return GL_PRIMARY_COLOR_NV
;
94 case WINED3DTA_TFACTOR
:
95 return GL_CONSTANT_COLOR0_NV
;
97 case WINED3DTA_SPECULAR
:
98 return GL_SECONDARY_COLOR_NV
;
103 case WINED3DTA_CONSTANT
:
104 /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
105 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
106 return GL_CONSTANT_COLOR1_NV
;
109 FIXME("Unrecognized texture arg %#x\n", d3dta
);
114 static GLenum
invert_mapping(GLenum mapping
) {
115 if (mapping
== GL_UNSIGNED_INVERT_NV
) return GL_UNSIGNED_IDENTITY_NV
;
116 else if (mapping
== GL_UNSIGNED_IDENTITY_NV
) return GL_UNSIGNED_INVERT_NV
;
118 FIXME("Unhandled mapping %#x\n", mapping
);
122 static void get_src_and_opr_nvrc(DWORD stage
, DWORD arg
, BOOL is_alpha
, GLenum
* input
, GLenum
* mapping
, GLenum
*component_usage
, INT texture_idx
) {
123 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
125 if (arg
& WINED3DTA_COMPLEMENT
) *mapping
= GL_UNSIGNED_INVERT_NV
;
126 else *mapping
= GL_UNSIGNED_IDENTITY_NV
; /* Clamp all values to positive ranges */
128 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
129 * should be used for all input components. */
130 if (is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
) *component_usage
= GL_ALPHA
;
131 else *component_usage
= GL_RGB
;
133 *input
= d3dta_to_combiner_input(arg
& WINED3DTA_SELECTMASK
, stage
, texture_idx
);
136 void set_tex_op_nvrc(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
, BOOL is_alpha
,
137 int stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
, DWORD dst
)
139 struct tex_op_args tex_op_args
= {{0}, {0}, {0}};
140 GLenum portion
= is_alpha
? GL_ALPHA
: GL_RGB
;
141 GLenum target
= GL_COMBINER0_NV
+ stage
;
144 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
145 stage
, is_alpha
, debug_d3dtop(op
), arg1
, arg2
, arg3
, texture_idx
);
147 /* If a texture stage references an invalid texture unit the stage just
148 * passes through the result from the previous stage */
149 if (is_invalid_op(state
, stage
, op
, arg1
, arg2
, arg3
))
151 arg1
= WINED3DTA_CURRENT
;
152 op
= WINED3D_TOP_SELECT_ARG1
;
155 get_src_and_opr_nvrc(stage
, arg1
, is_alpha
, &tex_op_args
.input
[0],
156 &tex_op_args
.mapping
[0], &tex_op_args
.component_usage
[0], texture_idx
);
157 get_src_and_opr_nvrc(stage
, arg2
, is_alpha
, &tex_op_args
.input
[1],
158 &tex_op_args
.mapping
[1], &tex_op_args
.component_usage
[1], texture_idx
);
159 get_src_and_opr_nvrc(stage
, arg3
, is_alpha
, &tex_op_args
.input
[2],
160 &tex_op_args
.mapping
[2], &tex_op_args
.component_usage
[2], texture_idx
);
163 if(dst
== WINED3DTA_TEMP
) {
164 output
= GL_SPARE1_NV
;
166 output
= GL_SPARE0_NV
;
169 /* This is called by a state handler which has the gl lock held and a context for the thread */
172 case WINED3D_TOP_DISABLE
:
175 ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
176 /* Input, prev_alpha*1 */
177 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
178 GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
179 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
180 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
183 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
184 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
187 case WINED3D_TOP_SELECT_ARG1
:
188 case WINED3D_TOP_SELECT_ARG2
:
190 if (op
== WINED3D_TOP_SELECT_ARG1
)
191 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
192 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
194 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
195 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
196 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
197 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
200 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
201 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
204 case WINED3D_TOP_MODULATE
:
205 case WINED3D_TOP_MODULATE_2X
:
206 case WINED3D_TOP_MODULATE_4X
:
207 /* Input, arg1*arg2 */
208 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
209 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
210 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
211 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
214 if (op
== WINED3D_TOP_MODULATE
)
215 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
216 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
217 else if (op
== WINED3D_TOP_MODULATE_2X
)
218 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
219 GL_DISCARD_NV
, GL_SCALE_BY_TWO_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
220 else if (op
== WINED3D_TOP_MODULATE_4X
)
221 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
222 GL_DISCARD_NV
, GL_SCALE_BY_FOUR_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
225 case WINED3D_TOP_ADD
:
226 case WINED3D_TOP_ADD_SIGNED
:
227 case WINED3D_TOP_ADD_SIGNED_2X
:
228 /* Input, arg1*1+arg2*1 */
229 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
230 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
231 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
232 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
233 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
234 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
235 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
236 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
239 if (op
== WINED3D_TOP_ADD
)
240 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
241 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
242 else if (op
== WINED3D_TOP_ADD_SIGNED
)
243 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
244 output
, GL_NONE
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
245 else if (op
== WINED3D_TOP_ADD_SIGNED_2X
)
246 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
247 output
, GL_SCALE_BY_TWO_NV
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
250 case WINED3D_TOP_SUBTRACT
:
251 /* Input, arg1*1+-arg2*1 */
252 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
253 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
254 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
255 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
256 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
257 tex_op_args
.input
[1], GL_SIGNED_NEGATE_NV
, tex_op_args
.component_usage
[1]));
258 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
259 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
262 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
263 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
266 case WINED3D_TOP_ADD_SMOOTH
:
267 /* Input, arg1*1+(1-arg1)*arg2 */
268 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
269 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
270 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
271 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
272 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
273 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
274 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
275 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
278 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
279 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
282 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
283 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
284 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
285 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
286 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
288 GLenum alpha_src
= GL_PRIMARY_COLOR_NV
;
289 if (op
== WINED3D_TOP_BLEND_DIFFUSE_ALPHA
)
290 alpha_src
= d3dta_to_combiner_input(WINED3DTA_DIFFUSE
, stage
, texture_idx
);
291 else if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
)
292 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
293 else if (op
== WINED3D_TOP_BLEND_FACTOR_ALPHA
)
294 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TFACTOR
, stage
, texture_idx
);
295 else if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
296 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
297 else if (op
== WINED3D_TOP_BLEND_CURRENT_ALPHA
)
298 alpha_src
= d3dta_to_combiner_input(WINED3DTA_CURRENT
, stage
, texture_idx
);
300 FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op
));
302 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
303 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
304 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
305 if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
307 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
308 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
310 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
311 alpha_src
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
313 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
314 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
315 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
316 alpha_src
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
319 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
320 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
324 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
325 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
327 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
328 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
329 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
330 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
331 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
332 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_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_D_NV
,
335 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
338 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
339 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
342 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
343 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
345 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
346 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
347 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
348 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
349 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
350 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
351 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
352 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
353 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
356 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
357 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
360 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
361 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
363 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
364 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
365 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), GL_ALPHA
));
366 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
367 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
368 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
369 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
370 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
371 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
374 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
375 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
378 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
379 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
381 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
382 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
383 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
384 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
385 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
386 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
387 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
388 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
389 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
392 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
393 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
396 case WINED3D_TOP_DOTPRODUCT3
:
397 /* Input, arg1 . arg2 */
398 /* FIXME: DX7 uses a different calculation? */
399 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
400 tex_op_args
.input
[0], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[0]));
401 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
402 tex_op_args
.input
[1], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[1]));
405 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
406 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_TRUE
, GL_FALSE
, GL_FALSE
));
409 case WINED3D_TOP_MULTIPLY_ADD
:
410 /* Input, arg3*1+arg1*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 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
415 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
416 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
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 WINED3D_TOP_LERP
:
426 /* Input, arg3*arg1+(1-arg3)*arg2 */
427 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
428 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
429 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
430 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
431 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
432 tex_op_args
.input
[2], invert_mapping(tex_op_args
.mapping
[2]), tex_op_args
.component_usage
[2]));
433 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
434 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
437 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
438 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
441 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
442 case WINED3D_TOP_BUMPENVMAP
:
443 if (gl_info
->supported
[NV_TEXTURE_SHADER
])
445 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
446 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
447 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
448 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
450 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
451 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
452 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
453 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
454 /* Always pass through to CURRENT, ignore temp arg */
455 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
456 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
461 FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n",
462 stage
, is_alpha
, debug_d3dtop(op
), op
, arg1
, arg2
, arg3
, texture_idx
);
465 checkGLcall("set_tex_op_nvrc()");
469 static void nvrc_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
471 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
472 const struct wined3d_device
*device
= context
->swapchain
->device
;
473 BOOL tex_used
= device
->fixed_function_usage_map
& (1 << stage
);
474 DWORD mapped_stage
= device
->texUnitMap
[stage
];
475 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
477 TRACE("Setting color op for stage %u.\n", stage
);
479 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
480 if (use_ps(state
)) return;
482 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
484 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
486 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
488 FIXME("Attempt to enable unsupported stage!\n");
491 context_active_texture(context
, gl_info
, mapped_stage
);
494 if (state
->lowest_disabled_stage
> 0)
496 glEnable(GL_REGISTER_COMBINERS_NV
);
497 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV
, state
->lowest_disabled_stage
));
501 glDisable(GL_REGISTER_COMBINERS_NV
);
503 if (stage
>= state
->lowest_disabled_stage
)
505 TRACE("Stage disabled\n");
506 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
508 /* Disable everything here */
509 glDisable(GL_TEXTURE_2D
);
510 checkGLcall("glDisable(GL_TEXTURE_2D)");
511 glDisable(GL_TEXTURE_3D
);
512 checkGLcall("glDisable(GL_TEXTURE_3D)");
513 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
515 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
516 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
518 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
520 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
521 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
523 if (gl_info
->supported
[NV_TEXTURE_SHADER2
] && mapped_stage
< gl_info
->limits
.textures
)
525 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
532 /* The sampler will also activate the correct texture dimensions, so no need to do it here
533 * if the sampler for this stage is dirty
535 if (!isStateDirty(context
, STATE_SAMPLER(stage
)))
539 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
541 nvts_activate_dimensions(state
, stage
, context
);
545 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
550 /* Set the texture combiners */
551 set_tex_op_nvrc(gl_info
, state
, FALSE
, stage
,
552 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
553 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
554 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
555 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
],
557 state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
559 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
560 * thus the texture shader may have to be updated
562 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
564 BOOL usesBump
= (state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
565 || state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP
);
566 BOOL usedBump
= !!(context
->texShaderBumpMap
& 1 << (stage
+ 1));
567 if (usesBump
!= usedBump
)
569 context_active_texture(context
, gl_info
, mapped_stage
+ 1);
570 nvts_activate_dimensions(state
, stage
+ 1, context
);
571 context_active_texture(context
, gl_info
, mapped_stage
);
576 static void nvts_texdim(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
578 DWORD sampler
= state_id
- STATE_SAMPLER(0);
579 DWORD mapped_stage
= context
->swapchain
->device
->texUnitMap
[sampler
];
581 /* No need to enable / disable anything here for unused samplers. The tex_colorop
582 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
583 * will take care of this business. */
584 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
|| mapped_stage
>= context
->gl_info
->limits
.textures
)
586 if (sampler
>= state
->lowest_disabled_stage
)
588 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
591 nvts_activate_dimensions(state
, sampler
, context
);
594 static void nvts_bumpenvmat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
596 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
597 DWORD mapped_stage
= context
->swapchain
->device
->texUnitMap
[stage
+ 1];
598 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
601 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
602 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
603 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
604 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
605 * for stage + 1. Keep the nvrc tex unit mapping in mind too
607 if (mapped_stage
< gl_info
->limits
.textures
)
609 context_active_texture(context
, gl_info
, mapped_stage
);
611 /* We can't just pass a pointer to the state to GL due to the
612 * different matrix format (column major vs row major). */
613 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
614 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
615 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
616 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
617 glTexEnvfv(GL_TEXTURE_SHADER_NV
, GL_OFFSET_TEXTURE_MATRIX_NV
, (float *)mat
);
618 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
622 static void nvrc_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
624 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
627 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
628 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV
, &col
[0]));
631 /* Context activation is done by the caller. */
632 static void nvrc_enable(BOOL enable
)
636 glEnable(GL_REGISTER_COMBINERS_NV
);
637 checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)");
641 glDisable(GL_REGISTER_COMBINERS_NV
);
642 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
646 /* Context activation and GL locking are done by the caller. */
647 static void nvts_enable(BOOL enable
)
652 glEnable(GL_TEXTURE_SHADER_NV
);
653 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
657 glDisable(GL_TEXTURE_SHADER_NV
);
658 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
662 static void nvrc_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
664 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
666 /* The caps below can be supported but aren't handled yet in utils.c
667 * 'd3dta_to_combiner_input', disable them until support is fixed */
669 if (gl_info
->supported
[NV_REGISTER_COMBINERS2
])
670 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_PERSTAGECONSTANT
;
673 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
674 | WINED3DTEXOPCAPS_ADDSIGNED
675 | WINED3DTEXOPCAPS_ADDSIGNED2X
676 | WINED3DTEXOPCAPS_MODULATE
677 | WINED3DTEXOPCAPS_MODULATE2X
678 | WINED3DTEXOPCAPS_MODULATE4X
679 | WINED3DTEXOPCAPS_SELECTARG1
680 | WINED3DTEXOPCAPS_SELECTARG2
681 | WINED3DTEXOPCAPS_DISABLE
682 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
683 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
684 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
685 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
686 | WINED3DTEXOPCAPS_LERP
687 | WINED3DTEXOPCAPS_SUBTRACT
688 | WINED3DTEXOPCAPS_ADDSMOOTH
689 | WINED3DTEXOPCAPS_MULTIPLYADD
690 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
691 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
692 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
693 | WINED3DTEXOPCAPS_DOTPRODUCT3
694 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
695 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
;
697 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
699 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
700 * not support 3D textures. This asks for trouble if an app uses both bump mapping
701 * and 3D textures. It also allows us to keep the code simpler by having texture
702 * shaders constantly enabled. */
703 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
704 /* TODO: Luminance bump map? */
709 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
710 WINED3DTEXOPCAPS_PREMODULATE */
713 caps
->MaxTextureBlendStages
= min(MAX_TEXTURES
, gl_info
->limits
.general_combiners
);
714 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
717 static HRESULT
nvrc_fragment_alloc(struct wined3d_device
*device
) { return WINED3D_OK
; }
718 /* Context activation is done by the caller. */
719 static void nvrc_fragment_free(struct wined3d_device
*device
) {}
721 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
722 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
723 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
724 * register combiners extension(Pre-GF3).
727 static BOOL
nvts_color_fixup_supported(struct color_fixup_desc fixup
)
731 TRACE("Checking support for fixup:\n");
732 dump_color_fixup_desc(fixup
);
735 /* We only support identity conversions. */
736 if (is_identity_fixup(fixup
))
746 static const struct StateEntryTemplate nvrc_fragmentstate_template
[] =
748 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
749 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
750 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
751 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
752 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
753 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
754 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
755 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
756 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
757 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
758 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
759 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
760 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
761 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
762 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
763 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
764 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
765 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
766 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
767 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
768 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
769 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
770 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
771 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
772 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
773 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
774 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
775 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
776 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
777 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
778 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
779 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
780 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
781 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
782 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
783 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
784 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
785 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
786 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
787 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
788 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
789 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
790 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
791 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
792 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
793 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
794 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
795 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
796 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
797 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
798 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
799 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
800 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
801 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
802 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
803 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
804 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
805 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
806 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
807 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
808 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
809 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
810 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
811 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
812 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
813 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
814 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
815 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
816 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
817 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
818 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
819 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
820 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
821 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
822 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
823 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
824 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
825 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
826 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
827 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
828 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
829 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
830 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
831 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
832 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
833 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
834 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
835 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
836 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
837 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
838 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
839 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
840 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
841 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
842 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
843 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
844 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
845 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
846 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
847 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
848 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
849 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
850 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
851 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
852 { STATE_PIXELSHADER
, { STATE_PIXELSHADER
, apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
853 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
854 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), nvrc_texfactor
}, WINED3D_GL_EXT_NONE
},
855 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
856 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
857 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
858 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
859 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
860 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
861 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
862 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim
}, NV_TEXTURE_SHADER2
},
863 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
864 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim
}, NV_TEXTURE_SHADER2
},
865 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
866 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim
}, NV_TEXTURE_SHADER2
},
867 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
868 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim
}, NV_TEXTURE_SHADER2
},
869 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
870 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim
}, NV_TEXTURE_SHADER2
},
871 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
872 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim
}, NV_TEXTURE_SHADER2
},
873 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
874 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim
}, NV_TEXTURE_SHADER2
},
875 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
876 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim
}, NV_TEXTURE_SHADER2
},
877 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
878 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
881 const struct fragment_pipeline nvts_fragment_pipeline
= {
883 nvrc_fragment_get_caps
,
886 nvts_color_fixup_supported
,
887 nvrc_fragmentstate_template
,
888 FALSE
/* we cannot disable projected textures. The vertex pipe has to do it */
891 const struct fragment_pipeline nvrc_fragment_pipeline
= {
893 nvrc_fragment_get_caps
,
896 nvts_color_fixup_supported
,
897 nvrc_fragmentstate_template
,
898 FALSE
/* we cannot disable projected textures. The vertex pipe has to do it */