wshom.ocx: Implement IWshCollection::Item() for Desktop folder case.
[wine/multimedia.git] / dlls / wined3d / nvidia_texture_shader.c
blob7cb47ee1198d6bbb2dbbb39822dea3f2c2c9c547
1 /*
2 * Fixed function pipeline replacement using GL_NV_register_combiners
3 * and GL_NV_texture_shader
5 * Copyright 2006 Henri Verbeet
6 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
24 #include <math.h>
25 #include <stdio.h>
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)
35 BOOL bumpmap = FALSE;
37 if (stage > 0 && (state->texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
38 || state->texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP))
40 bumpmap = TRUE;
41 context->texShaderBumpMap |= (1 << stage);
42 } else {
43 context->texShaderBumpMap &= ~(1 << stage);
46 if (state->textures[stage])
48 switch (state->textures[stage]->target)
50 case GL_TEXTURE_2D:
51 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
52 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
53 break;
54 case GL_TEXTURE_RECTANGLE_ARB:
55 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
56 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
57 break;
58 case GL_TEXTURE_3D:
59 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
60 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
61 break;
62 case GL_TEXTURE_CUBE_MAP_ARB:
63 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
64 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
65 break;
67 } else {
68 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
69 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
73 struct tex_op_args
75 GLenum input[3];
76 GLenum mapping[3];
77 GLenum component_usage[3];
80 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
81 switch (d3dta) {
82 case WINED3DTA_DIFFUSE:
83 return GL_PRIMARY_COLOR_NV;
85 case WINED3DTA_CURRENT:
86 if (stage) return GL_SPARE0_NV;
87 else return GL_PRIMARY_COLOR_NV;
89 case WINED3DTA_TEXTURE:
90 if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
91 else return GL_PRIMARY_COLOR_NV;
93 case WINED3DTA_TFACTOR:
94 return GL_CONSTANT_COLOR0_NV;
96 case WINED3DTA_SPECULAR:
97 return GL_SECONDARY_COLOR_NV;
99 case WINED3DTA_TEMP:
100 return GL_SPARE1_NV;
102 case WINED3DTA_CONSTANT:
103 /* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
104 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
105 return GL_CONSTANT_COLOR1_NV;
107 default:
108 FIXME("Unrecognized texture arg %#x\n", d3dta);
109 return GL_TEXTURE;
113 static GLenum invert_mapping(GLenum mapping) {
114 if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
115 else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
117 FIXME("Unhandled mapping %#x\n", mapping);
118 return mapping;
121 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
122 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
123 * be used. */
124 if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
125 else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
127 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
128 * should be used for all input components. */
129 if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
130 else *component_usage = GL_RGB;
132 *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
135 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha,
136 int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
138 struct tex_op_args tex_op_args = {{0}, {0}, {0}};
139 GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
140 GLenum target = GL_COMBINER0_NV + stage;
141 GLenum output;
143 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
144 stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
146 /* If a texture stage references an invalid texture unit the stage just
147 * passes through the result from the previous stage */
148 if (is_invalid_op(state, stage, op, arg1, arg2, arg3))
150 arg1 = WINED3DTA_CURRENT;
151 op = WINED3DTOP_SELECTARG1;
154 get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
155 &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
156 get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
157 &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
158 get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
159 &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
162 if(dst == WINED3DTA_TEMP) {
163 output = GL_SPARE1_NV;
164 } else {
165 output = GL_SPARE0_NV;
168 /* This is called by a state handler which has the gl lock held and a context for the thread */
169 switch(op)
171 case WINED3DTOP_DISABLE:
172 /* Only for alpha */
173 if (!is_alpha) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
174 /* Input, prev_alpha*1 */
175 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
176 GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
177 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
178 GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
180 /* Output */
181 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
182 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
183 break;
185 case WINED3DTOP_SELECTARG1:
186 case WINED3DTOP_SELECTARG2:
187 /* Input, arg*1 */
188 if (op == WINED3DTOP_SELECTARG1) {
189 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
190 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
191 } else {
192 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
193 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
195 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
196 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
198 /* Output */
199 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
200 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
201 break;
203 case WINED3DTOP_MODULATE:
204 case WINED3DTOP_MODULATE2X:
205 case WINED3DTOP_MODULATE4X:
206 /* Input, arg1*arg2 */
207 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
208 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
209 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
210 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
212 /* Output */
213 if (op == WINED3DTOP_MODULATE) {
214 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
215 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
216 } else if (op == WINED3DTOP_MODULATE2X) {
217 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
218 GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
219 } else if (op == WINED3DTOP_MODULATE4X) {
220 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
221 GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
223 break;
225 case WINED3DTOP_ADD:
226 case WINED3DTOP_ADDSIGNED:
227 case WINED3DTOP_ADDSIGNED2X:
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));
238 /* Output */
239 if (op == WINED3DTOP_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 == WINED3DTOP_ADDSIGNED) {
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 == WINED3DTOP_ADDSIGNED2X) {
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));
249 break;
251 case WINED3DTOP_SUBTRACT:
252 /* Input, arg1*1+-arg2*1 */
253 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
254 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
255 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
256 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
257 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
258 tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
259 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
260 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
262 /* Output */
263 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
264 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
265 break;
267 case WINED3DTOP_ADDSMOOTH:
268 /* Input, arg1*1+(1-arg1)*arg2 */
269 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
270 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
271 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
272 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
273 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
274 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
275 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
276 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
278 /* Output */
279 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
280 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
281 break;
283 case WINED3DTOP_BLENDDIFFUSEALPHA:
284 case WINED3DTOP_BLENDTEXTUREALPHA:
285 case WINED3DTOP_BLENDFACTORALPHA:
286 case WINED3DTOP_BLENDTEXTUREALPHAPM:
287 case WINED3DTOP_BLENDCURRENTALPHA:
289 GLenum alpha_src = GL_PRIMARY_COLOR_NV;
290 if (op == WINED3DTOP_BLENDDIFFUSEALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
291 else if (op == WINED3DTOP_BLENDTEXTUREALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
292 else if (op == WINED3DTOP_BLENDFACTORALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
293 else if (op == WINED3DTOP_BLENDTEXTUREALPHAPM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
294 else if (op == WINED3DTOP_BLENDCURRENTALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
295 else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op));
297 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
298 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
299 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
300 if (op == WINED3DTOP_BLENDTEXTUREALPHAPM)
302 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
303 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
304 } else {
305 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
306 alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
308 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
309 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
310 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
311 alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
313 /* Output */
314 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
315 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
316 break;
319 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
320 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
321 if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
322 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
323 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
324 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
325 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
326 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
327 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
328 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
329 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
331 /* Output */
332 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
333 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
334 break;
336 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
337 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
338 if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
339 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
340 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
341 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
342 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
343 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
344 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
345 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
346 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
348 /* Output */
349 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
350 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
351 break;
353 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
354 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
355 if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR)\n");
356 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
357 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
358 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
359 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
360 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
361 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
362 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
363 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
365 /* Output */
366 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
367 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
368 break;
370 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
371 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
372 if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA)\n");
373 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
374 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
375 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
376 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
377 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
378 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
379 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
380 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
382 /* Output */
383 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
384 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
385 break;
387 case WINED3DTOP_DOTPRODUCT3:
388 /* Input, arg1 . arg2 */
389 /* FIXME: DX7 uses a different calculation? */
390 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
391 tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
392 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
393 tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
395 /* Output */
396 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
397 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
398 break;
400 case WINED3DTOP_MULTIPLYADD:
401 /* Input, arg3*1+arg1*arg2 */
402 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
403 tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
404 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
405 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
406 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
407 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
408 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
409 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
411 /* Output */
412 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
413 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
414 break;
416 case WINED3DTOP_LERP:
417 /* Input, arg3*arg1+(1-arg3)*arg2 */
418 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
419 tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
420 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
421 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
422 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
423 tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
424 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
425 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
427 /* Output */
428 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
429 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
430 break;
432 case WINED3DTOP_BUMPENVMAPLUMINANCE:
433 case WINED3DTOP_BUMPENVMAP:
434 if (gl_info->supported[NV_TEXTURE_SHADER])
436 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
437 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
438 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
439 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
441 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
442 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
443 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
444 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
445 /* Always pass through to CURRENT, ignore temp arg */
446 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
447 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
448 break;
451 default:
452 FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
453 stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
456 checkGLcall("set_tex_op_nvrc()");
460 static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
462 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
463 const struct wined3d_device *device = context->swapchain->device;
464 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
465 DWORD mapped_stage = device->texUnitMap[stage];
466 const struct wined3d_gl_info *gl_info = context->gl_info;
468 TRACE("Setting color op for stage %u.\n", stage);
470 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
471 if (use_ps(state)) return;
473 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
475 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
477 if (tex_used && mapped_stage >= gl_info->limits.textures)
479 FIXME("Attempt to enable unsupported stage!\n");
480 return;
482 context_active_texture(context, gl_info, mapped_stage);
485 if (state->lowest_disabled_stage > 0)
487 glEnable(GL_REGISTER_COMBINERS_NV);
488 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, state->lowest_disabled_stage));
490 else
492 glDisable(GL_REGISTER_COMBINERS_NV);
494 if (stage >= state->lowest_disabled_stage)
496 TRACE("Stage disabled\n");
497 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
499 /* Disable everything here */
500 glDisable(GL_TEXTURE_2D);
501 checkGLcall("glDisable(GL_TEXTURE_2D)");
502 glDisable(GL_TEXTURE_3D);
503 checkGLcall("glDisable(GL_TEXTURE_3D)");
504 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
506 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
507 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
509 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
511 glDisable(GL_TEXTURE_RECTANGLE_ARB);
512 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
514 if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
516 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
519 /* All done */
520 return;
523 /* The sampler will also activate the correct texture dimensions, so no need to do it here
524 * if the sampler for this stage is dirty
526 if (!isStateDirty(context, STATE_SAMPLER(stage)))
528 if (tex_used)
530 if (gl_info->supported[NV_TEXTURE_SHADER2])
532 nvts_activate_dimensions(state, stage, context);
534 else
536 texture_activate_dimensions(state->textures[stage], gl_info);
541 /* Set the texture combiners */
542 set_tex_op_nvrc(gl_info, state, FALSE, stage,
543 state->texture_states[stage][WINED3DTSS_COLOROP],
544 state->texture_states[stage][WINED3DTSS_COLORARG1],
545 state->texture_states[stage][WINED3DTSS_COLORARG2],
546 state->texture_states[stage][WINED3DTSS_COLORARG0],
547 mapped_stage,
548 state->texture_states[stage][WINED3DTSS_RESULTARG]);
550 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
551 * thus the texture shader may have to be updated
553 if (gl_info->supported[NV_TEXTURE_SHADER2])
555 BOOL usesBump = (state->texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
556 || state->texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP);
557 BOOL usedBump = !!(context->texShaderBumpMap & 1 << (stage + 1));
558 if (usesBump != usedBump)
560 context_active_texture(context, gl_info, mapped_stage + 1);
561 nvts_activate_dimensions(state, stage + 1, context);
562 context_active_texture(context, gl_info, mapped_stage);
567 static void nvts_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
569 DWORD sampler = state_id - STATE_SAMPLER(0);
570 DWORD mapped_stage = context->swapchain->device->texUnitMap[sampler];
572 /* No need to enable / disable anything here for unused samplers. The tex_colorop
573 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
574 * will take care of this business
576 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
577 if (sampler >= state->lowest_disabled_stage) return;
578 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
580 nvts_activate_dimensions(state, sampler, context);
583 static void nvts_bumpenvmat(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);
586 DWORD mapped_stage = context->swapchain->device->texUnitMap[stage + 1];
587 const struct wined3d_gl_info *gl_info = context->gl_info;
588 float mat[2][2];
590 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
591 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
592 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
593 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
594 * for stage + 1. Keep the nvrc tex unit mapping in mind too
596 if (mapped_stage < gl_info->limits.textures)
598 context_active_texture(context, gl_info, mapped_stage);
600 /* We can't just pass a pointer to the state to GL due to the
601 * different matrix format (column major vs row major). */
602 mat[0][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
603 mat[1][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
604 mat[0][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
605 mat[1][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
606 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat);
607 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
611 static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
613 const struct wined3d_gl_info *gl_info = context->gl_info;
614 float col[4];
616 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
617 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
620 /* Context activation is done by the caller. */
621 static void nvrc_enable(BOOL enable) {}
623 /* Context activation and GL locking are done by the caller. */
624 static void nvts_enable(BOOL enable)
626 if(enable) {
627 glEnable(GL_TEXTURE_SHADER_NV);
628 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
629 } else {
630 glDisable(GL_TEXTURE_SHADER_NV);
631 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
635 static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
637 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
639 /* The caps below can be supported but aren't handled yet in utils.c
640 * 'd3dta_to_combiner_input', disable them until support is fixed */
641 #if 0
642 if (gl_info->supported[NV_REGISTER_COMBINERS2])
643 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
644 #endif
646 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
647 | WINED3DTEXOPCAPS_ADDSIGNED
648 | WINED3DTEXOPCAPS_ADDSIGNED2X
649 | WINED3DTEXOPCAPS_MODULATE
650 | WINED3DTEXOPCAPS_MODULATE2X
651 | WINED3DTEXOPCAPS_MODULATE4X
652 | WINED3DTEXOPCAPS_SELECTARG1
653 | WINED3DTEXOPCAPS_SELECTARG2
654 | WINED3DTEXOPCAPS_DISABLE
655 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
656 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
657 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
658 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
659 | WINED3DTEXOPCAPS_LERP
660 | WINED3DTEXOPCAPS_SUBTRACT
661 | WINED3DTEXOPCAPS_ADDSMOOTH
662 | WINED3DTEXOPCAPS_MULTIPLYADD
663 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
664 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
665 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
666 | WINED3DTEXOPCAPS_DOTPRODUCT3
667 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
668 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
670 if (gl_info->supported[NV_TEXTURE_SHADER2])
672 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
673 * not support 3D textures. This asks for trouble if an app uses both bump mapping
674 * and 3D textures. It also allows us to keep the code simpler by having texture
675 * shaders constantly enabled. */
676 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
677 /* TODO: Luminance bump map? */
680 #if 0
681 /* FIXME: Add
682 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
683 WINED3DTEXOPCAPS_PREMODULATE */
684 #endif
686 caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
687 caps->MaxSimultaneousTextures = gl_info->limits.textures;
690 static HRESULT nvrc_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
691 /* Context activation is done by the caller. */
692 static void nvrc_fragment_free(struct wined3d_device *device) {}
694 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
695 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
696 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
697 * register combiners extension(Pre-GF3).
700 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
702 if (TRACE_ON(d3d))
704 TRACE("Checking support for fixup:\n");
705 dump_color_fixup_desc(fixup);
708 /* We only support identity conversions. */
709 if (is_identity_fixup(fixup))
711 TRACE("[OK]\n");
712 return TRUE;
715 TRACE("[FAILED]\n");
716 return FALSE;
719 static const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
720 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
721 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
722 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
723 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
724 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
725 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
726 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
727 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
728 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
729 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
730 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
731 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
732 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
733 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
734 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
735 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
736 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
737 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
738 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
739 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
740 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
741 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
742 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
743 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
744 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
745 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
746 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
747 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
748 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
749 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
750 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
751 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
752 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
753 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
754 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
755 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
756 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
757 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
758 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
759 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
760 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
761 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
762 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
763 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
764 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
765 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
766 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
767 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
768 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
769 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
770 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
771 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
772 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
773 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
774 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
775 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
776 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
777 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
778 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
779 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
780 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
781 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
782 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
783 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
784 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
785 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
786 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
787 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
788 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
789 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
790 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
791 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
792 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
793 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
794 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
795 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
796 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
797 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
798 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
799 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
800 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
801 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
802 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
803 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
804 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
805 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
806 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
807 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
808 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
809 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
810 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
811 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
812 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
813 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
814 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
815 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
816 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
817 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
818 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
819 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
820 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
821 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
822 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
823 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
824 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
825 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
826 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE },
827 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
828 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
829 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
830 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
831 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
832 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
833 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
834 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim }, NV_TEXTURE_SHADER2 },
835 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
836 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim }, NV_TEXTURE_SHADER2 },
837 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
838 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim }, NV_TEXTURE_SHADER2 },
839 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
840 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim }, NV_TEXTURE_SHADER2 },
841 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
842 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim }, NV_TEXTURE_SHADER2 },
843 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
844 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim }, NV_TEXTURE_SHADER2 },
845 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
846 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim }, NV_TEXTURE_SHADER2 },
847 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
848 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim }, NV_TEXTURE_SHADER2 },
849 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
850 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
853 const struct fragment_pipeline nvts_fragment_pipeline = {
854 nvts_enable,
855 nvrc_fragment_get_caps,
856 nvrc_fragment_alloc,
857 nvrc_fragment_free,
858 nvts_color_fixup_supported,
859 nvrc_fragmentstate_template,
860 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
863 const struct fragment_pipeline nvrc_fragment_pipeline = {
864 nvrc_enable,
865 nvrc_fragment_get_caps,
866 nvrc_fragment_alloc,
867 nvrc_fragment_free,
868 nvts_color_fixup_supported,
869 nvrc_fragmentstate_template,
870 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */