2 * Fixed function pipeline replacement using GL_NV_register_combiners
3 * and GL_NV_texture_shader
5 * Copyright 2006 Henri Verbeet
6 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "wine/port.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
32 /* Context activation for state handlers is done by the caller. */
34 static void nvts_activate_dimensions(const struct wined3d_state
*state
, DWORD stage
, struct wined3d_context
*context
)
36 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
40 && (state
->texture_states
[stage
- 1][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
41 || state
->texture_states
[stage
- 1][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP
))
44 context
->texShaderBumpMap
|= (1 << stage
);
46 context
->texShaderBumpMap
&= ~(1 << stage
);
49 if (state
->textures
[stage
])
51 switch (state
->textures
[stage
]->target
)
54 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
,
55 bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_2D
);
56 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
58 case GL_TEXTURE_RECTANGLE_ARB
:
59 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
,
60 bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_RECTANGLE_ARB
);
61 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
64 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_3D
);
65 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
67 case GL_TEXTURE_CUBE_MAP_ARB
:
68 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_CUBE_MAP_ARB
);
69 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
75 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
76 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
84 GLenum component_usage
[3];
87 static GLenum
d3dta_to_combiner_input(DWORD d3dta
, DWORD stage
, INT texture_idx
) {
89 case WINED3DTA_DIFFUSE
:
90 return GL_PRIMARY_COLOR_NV
;
92 case WINED3DTA_CURRENT
:
93 if (stage
) return GL_SPARE0_NV
;
94 else return GL_PRIMARY_COLOR_NV
;
96 case WINED3DTA_TEXTURE
:
97 if (texture_idx
> -1) return GL_TEXTURE0_ARB
+ texture_idx
;
98 else return GL_PRIMARY_COLOR_NV
;
100 case WINED3DTA_TFACTOR
:
101 return GL_CONSTANT_COLOR0_NV
;
103 case WINED3DTA_SPECULAR
:
104 return GL_SECONDARY_COLOR_NV
;
109 case WINED3DTA_CONSTANT
:
110 /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
111 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
112 return GL_CONSTANT_COLOR1_NV
;
115 FIXME("Unrecognized texture arg %#x\n", d3dta
);
120 static GLenum
invert_mapping(GLenum mapping
) {
121 if (mapping
== GL_UNSIGNED_INVERT_NV
) return GL_UNSIGNED_IDENTITY_NV
;
122 else if (mapping
== GL_UNSIGNED_IDENTITY_NV
) return GL_UNSIGNED_INVERT_NV
;
124 FIXME("Unhandled mapping %#x\n", mapping
);
128 static void get_src_and_opr_nvrc(DWORD stage
, DWORD arg
, BOOL is_alpha
, GLenum
* input
, GLenum
* mapping
, GLenum
*component_usage
, INT texture_idx
) {
129 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
131 if (arg
& WINED3DTA_COMPLEMENT
) *mapping
= GL_UNSIGNED_INVERT_NV
;
132 else *mapping
= GL_UNSIGNED_IDENTITY_NV
; /* Clamp all values to positive ranges */
134 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
135 * should be used for all input components. */
136 if (is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
) *component_usage
= GL_ALPHA
;
137 else *component_usage
= GL_RGB
;
139 *input
= d3dta_to_combiner_input(arg
& WINED3DTA_SELECTMASK
, stage
, texture_idx
);
142 void set_tex_op_nvrc(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
, BOOL is_alpha
,
143 int stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
, DWORD dst
)
145 struct tex_op_args tex_op_args
= {{0}, {0}, {0}};
146 GLenum portion
= is_alpha
? GL_ALPHA
: GL_RGB
;
147 GLenum target
= GL_COMBINER0_NV
+ stage
;
150 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
151 stage
, is_alpha
, debug_d3dtop(op
), arg1
, arg2
, arg3
, texture_idx
);
153 /* If a texture stage references an invalid texture unit the stage just
154 * passes through the result from the previous stage */
155 if (is_invalid_op(state
, stage
, op
, arg1
, arg2
, arg3
))
157 arg1
= WINED3DTA_CURRENT
;
158 op
= WINED3D_TOP_SELECT_ARG1
;
161 get_src_and_opr_nvrc(stage
, arg1
, is_alpha
, &tex_op_args
.input
[0],
162 &tex_op_args
.mapping
[0], &tex_op_args
.component_usage
[0], texture_idx
);
163 get_src_and_opr_nvrc(stage
, arg2
, is_alpha
, &tex_op_args
.input
[1],
164 &tex_op_args
.mapping
[1], &tex_op_args
.component_usage
[1], texture_idx
);
165 get_src_and_opr_nvrc(stage
, arg3
, is_alpha
, &tex_op_args
.input
[2],
166 &tex_op_args
.mapping
[2], &tex_op_args
.component_usage
[2], texture_idx
);
169 if(dst
== WINED3DTA_TEMP
) {
170 output
= GL_SPARE1_NV
;
172 output
= GL_SPARE0_NV
;
177 case WINED3D_TOP_DISABLE
:
180 ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
181 /* Input, prev_alpha*1 */
182 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
183 GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
184 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
185 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
188 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
189 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
192 case WINED3D_TOP_SELECT_ARG1
:
193 case WINED3D_TOP_SELECT_ARG2
:
195 if (op
== WINED3D_TOP_SELECT_ARG1
)
196 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
197 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
199 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
200 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
201 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
202 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
205 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
206 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
209 case WINED3D_TOP_MODULATE
:
210 case WINED3D_TOP_MODULATE_2X
:
211 case WINED3D_TOP_MODULATE_4X
:
212 /* Input, arg1*arg2 */
213 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
214 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
215 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
216 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
219 if (op
== WINED3D_TOP_MODULATE
)
220 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
221 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
222 else if (op
== WINED3D_TOP_MODULATE_2X
)
223 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
224 GL_DISCARD_NV
, GL_SCALE_BY_TWO_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
225 else if (op
== WINED3D_TOP_MODULATE_4X
)
226 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
227 GL_DISCARD_NV
, GL_SCALE_BY_FOUR_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
230 case WINED3D_TOP_ADD
:
231 case WINED3D_TOP_ADD_SIGNED
:
232 case WINED3D_TOP_ADD_SIGNED_2X
:
233 /* Input, arg1*1+arg2*1 */
234 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
235 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
236 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
237 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
238 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
239 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
240 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
241 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
244 if (op
== WINED3D_TOP_ADD
)
245 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
246 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
247 else if (op
== WINED3D_TOP_ADD_SIGNED
)
248 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
249 output
, GL_NONE
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
250 else if (op
== WINED3D_TOP_ADD_SIGNED_2X
)
251 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
252 output
, GL_SCALE_BY_TWO_NV
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
255 case WINED3D_TOP_SUBTRACT
:
256 /* Input, arg1*1+-arg2*1 */
257 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
258 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
259 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
260 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
261 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
262 tex_op_args
.input
[1], GL_SIGNED_NEGATE_NV
, tex_op_args
.component_usage
[1]));
263 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
264 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
267 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
268 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
271 case WINED3D_TOP_ADD_SMOOTH
:
272 /* Input, arg1*1+(1-arg1)*arg2 */
273 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
274 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
275 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
276 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
277 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
278 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
279 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
280 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
283 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
284 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
287 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
288 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
289 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
290 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
291 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
293 GLenum alpha_src
= GL_PRIMARY_COLOR_NV
;
294 if (op
== WINED3D_TOP_BLEND_DIFFUSE_ALPHA
)
295 alpha_src
= d3dta_to_combiner_input(WINED3DTA_DIFFUSE
, stage
, texture_idx
);
296 else if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
)
297 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
298 else if (op
== WINED3D_TOP_BLEND_FACTOR_ALPHA
)
299 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TFACTOR
, stage
, texture_idx
);
300 else if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
301 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
302 else if (op
== WINED3D_TOP_BLEND_CURRENT_ALPHA
)
303 alpha_src
= d3dta_to_combiner_input(WINED3DTA_CURRENT
, stage
, texture_idx
);
305 FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op
));
307 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
308 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
309 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
310 if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
312 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
313 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
315 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
316 alpha_src
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
318 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
319 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
320 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
321 alpha_src
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
324 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
325 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
329 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
330 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
332 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
333 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
334 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
335 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
336 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
337 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
338 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
339 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
340 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
343 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
344 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
347 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
348 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
350 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
351 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
352 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
353 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
354 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
355 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
356 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
357 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
358 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
361 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
362 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
365 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
366 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
368 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
369 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
370 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), GL_ALPHA
));
371 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
372 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
373 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
374 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
375 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
376 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
379 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
380 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
383 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
384 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
386 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
387 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
388 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
389 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
390 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
391 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
392 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
393 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
394 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
397 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
398 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
401 case WINED3D_TOP_DOTPRODUCT3
:
402 /* Input, arg1 . arg2 */
403 /* FIXME: DX7 uses a different calculation? */
404 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
405 tex_op_args
.input
[0], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[0]));
406 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
407 tex_op_args
.input
[1], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[1]));
410 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
411 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_TRUE
, GL_FALSE
, GL_FALSE
));
414 case WINED3D_TOP_MULTIPLY_ADD
:
415 /* Input, arg3*1+arg1*arg2 */
416 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
417 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
418 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
419 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
420 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
421 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
422 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
423 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
426 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
427 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
430 case WINED3D_TOP_LERP
:
431 /* Input, arg3*arg1+(1-arg3)*arg2 */
432 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
433 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
434 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
435 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
436 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
437 tex_op_args
.input
[2], invert_mapping(tex_op_args
.mapping
[2]), tex_op_args
.component_usage
[2]));
438 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
439 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
442 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
443 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
446 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
447 case WINED3D_TOP_BUMPENVMAP
:
448 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
450 WARN("BUMPENVMAP requires GL_NV_texture_shader in this codepath\n");
454 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
455 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
456 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
457 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the
459 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
460 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
461 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
462 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
463 /* Always pass through to CURRENT, ignore temp arg */
464 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
465 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
469 FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n",
470 stage
, is_alpha
, debug_d3dtop(op
), op
, arg1
, arg2
, arg3
, texture_idx
);
473 checkGLcall("set_tex_op_nvrc()");
477 static void nvrc_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
479 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
480 BOOL tex_used
= context
->fixed_function_usage_map
& (1 << stage
);
481 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
482 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
484 TRACE("Setting color op for stage %u.\n", stage
);
486 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
487 if (use_ps(state
)) return;
489 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
491 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
493 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
495 FIXME("Attempt to enable unsupported stage!\n");
498 context_active_texture(context
, gl_info
, mapped_stage
);
501 if (context
->lowest_disabled_stage
> 0)
503 gl_info
->gl_ops
.gl
.p_glEnable(GL_REGISTER_COMBINERS_NV
);
504 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV
, context
->lowest_disabled_stage
));
508 gl_info
->gl_ops
.gl
.p_glDisable(GL_REGISTER_COMBINERS_NV
);
510 if (stage
>= context
->lowest_disabled_stage
)
512 TRACE("Stage disabled\n");
513 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
515 /* Disable everything here */
516 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
517 checkGLcall("glDisable(GL_TEXTURE_2D)");
518 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
519 checkGLcall("glDisable(GL_TEXTURE_3D)");
520 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
522 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
523 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
525 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
527 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
528 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
530 if (gl_info
->supported
[NV_TEXTURE_SHADER2
] && mapped_stage
< gl_info
->limits
.textures
)
532 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
539 /* The sampler will also activate the correct texture dimensions, so no need to do it here
540 * if the sampler for this stage is dirty
542 if (!isStateDirty(context
, STATE_SAMPLER(stage
)))
546 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
548 nvts_activate_dimensions(state
, stage
, context
);
552 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
557 /* Set the texture combiners */
558 set_tex_op_nvrc(gl_info
, state
, FALSE
, stage
,
559 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
560 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
561 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
562 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
],
564 state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
566 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
567 * thus the texture shader may have to be updated
569 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
571 BOOL usesBump
= (state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
572 || state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP
);
573 BOOL usedBump
= !!(context
->texShaderBumpMap
& 1 << (stage
+ 1));
574 if (usesBump
!= usedBump
)
576 context_active_texture(context
, gl_info
, mapped_stage
+ 1);
577 nvts_activate_dimensions(state
, stage
+ 1, context
);
578 context_active_texture(context
, gl_info
, mapped_stage
);
583 static void nvrc_resultarg(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
585 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
587 TRACE("Setting result arg for stage %u.\n", stage
);
589 if (!isStateDirty(context
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
)))
591 context_apply_state(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
593 if (!isStateDirty(context
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
)))
595 context_apply_state(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
599 static void nvts_texdim(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
601 DWORD sampler
= state_id
- STATE_SAMPLER(0);
602 DWORD mapped_stage
= context
->tex_unit_map
[sampler
];
604 /* No need to enable / disable anything here for unused samplers. The tex_colorop
605 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
606 * will take care of this business. */
607 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
|| mapped_stage
>= context
->gl_info
->limits
.textures
)
609 if (sampler
>= context
->lowest_disabled_stage
)
611 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
614 nvts_activate_dimensions(state
, sampler
, context
);
617 static void nvts_bumpenvmat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
619 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
620 DWORD mapped_stage
= context
->tex_unit_map
[stage
+ 1];
621 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
624 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
625 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
626 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
627 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
628 * for stage + 1. Keep the nvrc tex unit mapping in mind too
630 if (mapped_stage
< gl_info
->limits
.textures
)
632 context_active_texture(context
, gl_info
, mapped_stage
);
634 /* We can't just pass a pointer to the state to GL due to the
635 * different matrix format (column major vs row major). */
636 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
637 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
638 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
639 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
640 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_SHADER_NV
, GL_OFFSET_TEXTURE_MATRIX_NV
, (float *)mat
);
641 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
645 static void nvrc_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
647 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
650 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
651 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV
, &col
[0]));
654 /* Context activation is done by the caller. */
655 static void nvrc_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
659 gl_info
->gl_ops
.gl
.p_glEnable(GL_REGISTER_COMBINERS_NV
);
660 checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)");
664 gl_info
->gl_ops
.gl
.p_glDisable(GL_REGISTER_COMBINERS_NV
);
665 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
669 /* Context activation is done by the caller. */
670 static void nvts_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
672 nvrc_enable(gl_info
, enable
);
675 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_SHADER_NV
);
676 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
680 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_SHADER_NV
);
681 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
685 static void nvrc_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
687 caps
->wined3d_caps
= 0;
688 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
690 /* The caps below can be supported but aren't handled yet in utils.c
691 * 'd3dta_to_combiner_input', disable them until support is fixed */
693 if (gl_info
->supported
[NV_REGISTER_COMBINERS2
])
694 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_PERSTAGECONSTANT
;
697 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
698 | WINED3DTEXOPCAPS_ADDSIGNED
699 | WINED3DTEXOPCAPS_ADDSIGNED2X
700 | WINED3DTEXOPCAPS_MODULATE
701 | WINED3DTEXOPCAPS_MODULATE2X
702 | WINED3DTEXOPCAPS_MODULATE4X
703 | WINED3DTEXOPCAPS_SELECTARG1
704 | WINED3DTEXOPCAPS_SELECTARG2
705 | WINED3DTEXOPCAPS_DISABLE
706 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
707 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
708 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
709 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
710 | WINED3DTEXOPCAPS_LERP
711 | WINED3DTEXOPCAPS_SUBTRACT
712 | WINED3DTEXOPCAPS_ADDSMOOTH
713 | WINED3DTEXOPCAPS_MULTIPLYADD
714 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
715 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
716 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
717 | WINED3DTEXOPCAPS_DOTPRODUCT3
718 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
719 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
;
721 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
723 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
724 * not support 3D textures. This asks for trouble if an app uses both bump mapping
725 * and 3D textures. It also allows us to keep the code simpler by having texture
726 * shaders constantly enabled. */
727 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
728 /* TODO: Luminance bump map? */
733 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
734 WINED3DTEXOPCAPS_PREMODULATE */
737 caps
->MaxTextureBlendStages
= min(MAX_TEXTURES
, gl_info
->limits
.general_combiners
);
738 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
741 static void *nvrc_fragment_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
746 /* Context activation is done by the caller. */
747 static void nvrc_fragment_free(struct wined3d_device
*device
) {}
749 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
750 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
751 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
752 * register combiners extension(Pre-GF3).
755 static BOOL
nvts_color_fixup_supported(struct color_fixup_desc fixup
)
759 TRACE("Checking support for fixup:\n");
760 dump_color_fixup_desc(fixup
);
763 /* We only support identity conversions. */
764 if (is_identity_fixup(fixup
))
774 static const struct StateEntryTemplate nvrc_fragmentstate_template
[] =
776 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
777 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
778 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
779 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
780 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
781 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
782 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
783 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
784 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
785 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
786 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
787 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
788 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
789 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
790 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
791 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
792 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
793 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
794 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
795 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
796 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
797 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
798 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
799 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
800 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
801 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
802 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
803 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
804 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
805 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
806 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
807 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
808 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
809 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
810 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
811 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
812 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
813 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
814 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
815 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
816 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
817 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
818 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
819 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
820 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
821 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
822 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
823 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
824 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
825 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
826 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
827 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
828 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
829 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
830 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
831 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
832 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
833 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
834 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
835 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
836 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
837 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
838 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
839 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
840 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
841 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
842 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
843 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
844 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
845 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
846 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
847 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
848 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
849 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
850 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
851 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
852 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
853 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
854 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
855 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
856 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
857 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
858 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
859 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
860 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
861 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
862 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
863 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
864 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
865 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
866 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
867 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
868 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
869 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
870 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
871 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
872 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
873 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
874 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
875 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
876 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
877 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
878 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
879 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
880 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
881 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
882 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), nvrc_texfactor
}, WINED3D_GL_EXT_NONE
},
883 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
884 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
885 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
886 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
887 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
888 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
889 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
890 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim
}, NV_TEXTURE_SHADER2
},
891 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
892 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim
}, NV_TEXTURE_SHADER2
},
893 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
894 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim
}, NV_TEXTURE_SHADER2
},
895 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
896 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim
}, NV_TEXTURE_SHADER2
},
897 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
898 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim
}, NV_TEXTURE_SHADER2
},
899 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
900 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim
}, NV_TEXTURE_SHADER2
},
901 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
902 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim
}, NV_TEXTURE_SHADER2
},
903 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
904 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim
}, NV_TEXTURE_SHADER2
},
905 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
906 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
909 const struct fragment_pipeline nvts_fragment_pipeline
= {
911 nvrc_fragment_get_caps
,
914 nvts_color_fixup_supported
,
915 nvrc_fragmentstate_template
,
918 const struct fragment_pipeline nvrc_fragment_pipeline
= {
920 nvrc_fragment_get_caps
,
923 nvts_color_fixup_supported
,
924 nvrc_fragmentstate_template
,