msvcp90: Added _Stofx implementation.
[wine/multimedia.git] / dlls / wined3d / nvidia_texture_shader.c
blob48eacd538916c4ec85bc52f83aca9b7e91e9e67c
1 /*
2 * Fixed function pipeline replacement using GL_NV_register_combiners
3 * and GL_NV_texture_shader
5 * Copyright 2006 Henri Verbeet
6 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include "wine/port.h"
25 #include <math.h>
26 #include <stdio.h>
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
32 /* GL locking 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 BOOL bumpmap = FALSE;
38 if (stage > 0
39 && (state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
40 || state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP))
42 bumpmap = TRUE;
43 context->texShaderBumpMap |= (1 << stage);
44 } else {
45 context->texShaderBumpMap &= ~(1 << stage);
48 if (state->textures[stage])
50 switch (state->textures[stage]->target)
52 case GL_TEXTURE_2D:
53 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
54 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
55 break;
56 case GL_TEXTURE_RECTANGLE_ARB:
57 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
58 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
59 break;
60 case GL_TEXTURE_3D:
61 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
62 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
63 break;
64 case GL_TEXTURE_CUBE_MAP_ARB:
65 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
66 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
67 break;
69 } else {
70 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
71 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
75 struct tex_op_args
77 GLenum input[3];
78 GLenum mapping[3];
79 GLenum component_usage[3];
82 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
83 switch (d3dta) {
84 case WINED3DTA_DIFFUSE:
85 return GL_PRIMARY_COLOR_NV;
87 case WINED3DTA_CURRENT:
88 if (stage) return GL_SPARE0_NV;
89 else return GL_PRIMARY_COLOR_NV;
91 case WINED3DTA_TEXTURE:
92 if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
93 else return GL_PRIMARY_COLOR_NV;
95 case WINED3DTA_TFACTOR:
96 return GL_CONSTANT_COLOR0_NV;
98 case WINED3DTA_SPECULAR:
99 return GL_SECONDARY_COLOR_NV;
101 case WINED3DTA_TEMP:
102 return GL_SPARE1_NV;
104 case WINED3DTA_CONSTANT:
105 /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
106 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
107 return GL_CONSTANT_COLOR1_NV;
109 default:
110 FIXME("Unrecognized texture arg %#x\n", d3dta);
111 return GL_TEXTURE;
115 static GLenum invert_mapping(GLenum mapping) {
116 if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
117 else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
119 FIXME("Unhandled mapping %#x\n", mapping);
120 return mapping;
123 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
124 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
125 * be used. */
126 if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
127 else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
129 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
130 * should be used for all input components. */
131 if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
132 else *component_usage = GL_RGB;
134 *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
137 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha,
138 int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
140 struct tex_op_args tex_op_args = {{0}, {0}, {0}};
141 GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
142 GLenum target = GL_COMBINER0_NV + stage;
143 GLenum output;
145 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
146 stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
148 /* If a texture stage references an invalid texture unit the stage just
149 * passes through the result from the previous stage */
150 if (is_invalid_op(state, stage, op, arg1, arg2, arg3))
152 arg1 = WINED3DTA_CURRENT;
153 op = WINED3D_TOP_SELECT_ARG1;
156 get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
157 &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
158 get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
159 &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
160 get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
161 &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
164 if(dst == WINED3DTA_TEMP) {
165 output = GL_SPARE1_NV;
166 } else {
167 output = GL_SPARE0_NV;
170 /* This is called by a state handler which has the gl lock held and a context for the thread */
171 switch (op)
173 case WINED3D_TOP_DISABLE:
174 /* Only for alpha */
175 if (!is_alpha)
176 ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
177 /* Input, prev_alpha*1 */
178 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
179 GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
180 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
181 GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
183 /* Output */
184 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
185 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
186 break;
188 case WINED3D_TOP_SELECT_ARG1:
189 case WINED3D_TOP_SELECT_ARG2:
190 /* Input, arg*1 */
191 if (op == WINED3D_TOP_SELECT_ARG1)
192 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
193 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
194 else
195 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
196 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
197 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
198 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
200 /* Output */
201 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
202 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
203 break;
205 case WINED3D_TOP_MODULATE:
206 case WINED3D_TOP_MODULATE_2X:
207 case WINED3D_TOP_MODULATE_4X:
208 /* Input, arg1*arg2 */
209 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
210 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
211 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
212 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
214 /* Output */
215 if (op == WINED3D_TOP_MODULATE)
216 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
217 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
218 else if (op == WINED3D_TOP_MODULATE_2X)
219 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
220 GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
221 else if (op == WINED3D_TOP_MODULATE_4X)
222 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
223 GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
224 break;
226 case WINED3D_TOP_ADD:
227 case WINED3D_TOP_ADD_SIGNED:
228 case WINED3D_TOP_ADD_SIGNED_2X:
229 /* Input, arg1*1+arg2*1 */
230 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
231 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
232 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
233 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
234 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
235 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
236 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
237 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
239 /* Output */
240 if (op == WINED3D_TOP_ADD)
241 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
242 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
243 else if (op == WINED3D_TOP_ADD_SIGNED)
244 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
245 output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
246 else if (op == WINED3D_TOP_ADD_SIGNED_2X)
247 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
248 output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
249 break;
251 case WINED3D_TOP_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 WINED3D_TOP_ADD_SMOOTH:
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 WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
284 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
285 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
286 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
287 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
289 GLenum alpha_src = GL_PRIMARY_COLOR_NV;
290 if (op == WINED3D_TOP_BLEND_DIFFUSE_ALPHA)
291 alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
292 else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
293 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
294 else if (op == WINED3D_TOP_BLEND_FACTOR_ALPHA)
295 alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
296 else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
297 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
298 else if (op == WINED3D_TOP_BLEND_CURRENT_ALPHA)
299 alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
300 else
301 FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op));
303 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
304 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
305 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
306 if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
308 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
309 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
310 } else {
311 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
312 alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
314 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
315 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
316 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
317 alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
319 /* Output */
320 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
321 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
322 break;
325 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
326 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
327 if (is_alpha)
328 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
329 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
330 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
331 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
332 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
333 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
334 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
335 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
336 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
338 /* Output */
339 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
340 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
341 break;
343 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
344 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
345 if (is_alpha)
346 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
347 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
348 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
349 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
350 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
351 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
352 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
353 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
354 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
356 /* Output */
357 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
358 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
359 break;
361 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
362 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
363 if (is_alpha)
364 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
365 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
366 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
367 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
368 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
369 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
370 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
371 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
372 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
374 /* Output */
375 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
376 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
377 break;
379 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
380 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
381 if (is_alpha)
382 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
383 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
384 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
385 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
386 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
387 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
388 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
389 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
390 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
392 /* Output */
393 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
394 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
395 break;
397 case WINED3D_TOP_DOTPRODUCT3:
398 /* Input, arg1 . arg2 */
399 /* FIXME: DX7 uses a different calculation? */
400 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
401 tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
402 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
403 tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
405 /* Output */
406 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
407 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
408 break;
410 case WINED3D_TOP_MULTIPLY_ADD:
411 /* Input, arg3*1+arg1*arg2 */
412 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
413 tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
414 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
415 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
416 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
417 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
418 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
419 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
421 /* Output */
422 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
423 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
424 break;
426 case WINED3D_TOP_LERP:
427 /* Input, arg3*arg1+(1-arg3)*arg2 */
428 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
429 tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
430 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
431 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
432 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
433 tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
434 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
435 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
437 /* Output */
438 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
439 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
440 break;
442 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
443 case WINED3D_TOP_BUMPENVMAP:
444 if (gl_info->supported[NV_TEXTURE_SHADER])
446 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
447 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
448 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
449 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
451 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
452 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
453 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
454 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
455 /* Always pass through to CURRENT, ignore temp arg */
456 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
457 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
458 break;
461 default:
462 FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n",
463 stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
466 checkGLcall("set_tex_op_nvrc()");
470 static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
472 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
473 const struct wined3d_device *device = context->swapchain->device;
474 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
475 DWORD mapped_stage = device->texUnitMap[stage];
476 const struct wined3d_gl_info *gl_info = context->gl_info;
478 TRACE("Setting color op for stage %u.\n", stage);
480 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
481 if (use_ps(state)) return;
483 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
485 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
487 if (tex_used && mapped_stage >= gl_info->limits.textures)
489 FIXME("Attempt to enable unsupported stage!\n");
490 return;
492 context_active_texture(context, gl_info, mapped_stage);
495 if (state->lowest_disabled_stage > 0)
497 glEnable(GL_REGISTER_COMBINERS_NV);
498 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, state->lowest_disabled_stage));
500 else
502 glDisable(GL_REGISTER_COMBINERS_NV);
504 if (stage >= state->lowest_disabled_stage)
506 TRACE("Stage disabled\n");
507 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
509 /* Disable everything here */
510 glDisable(GL_TEXTURE_2D);
511 checkGLcall("glDisable(GL_TEXTURE_2D)");
512 glDisable(GL_TEXTURE_3D);
513 checkGLcall("glDisable(GL_TEXTURE_3D)");
514 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
516 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
517 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
519 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
521 glDisable(GL_TEXTURE_RECTANGLE_ARB);
522 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
524 if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
526 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
529 /* All done */
530 return;
533 /* The sampler will also activate the correct texture dimensions, so no need to do it here
534 * if the sampler for this stage is dirty
536 if (!isStateDirty(context, STATE_SAMPLER(stage)))
538 if (tex_used)
540 if (gl_info->supported[NV_TEXTURE_SHADER2])
542 nvts_activate_dimensions(state, stage, context);
544 else
546 texture_activate_dimensions(state->textures[stage], gl_info);
551 /* Set the texture combiners */
552 set_tex_op_nvrc(gl_info, state, FALSE, stage,
553 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
554 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
555 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
556 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0],
557 mapped_stage,
558 state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
560 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
561 * thus the texture shader may have to be updated
563 if (gl_info->supported[NV_TEXTURE_SHADER2])
565 BOOL usesBump = (state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
566 || state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP);
567 BOOL usedBump = !!(context->texShaderBumpMap & 1 << (stage + 1));
568 if (usesBump != usedBump)
570 context_active_texture(context, gl_info, mapped_stage + 1);
571 nvts_activate_dimensions(state, stage + 1, context);
572 context_active_texture(context, gl_info, mapped_stage);
577 static void nvts_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
579 DWORD sampler = state_id - STATE_SAMPLER(0);
580 DWORD mapped_stage = context->swapchain->device->texUnitMap[sampler];
582 /* No need to enable / disable anything here for unused samplers. The tex_colorop
583 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
584 * will take care of this business. */
585 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
586 return;
587 if (sampler >= state->lowest_disabled_stage)
588 return;
589 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
590 return;
592 nvts_activate_dimensions(state, sampler, context);
595 static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
597 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
598 DWORD mapped_stage = context->swapchain->device->texUnitMap[stage + 1];
599 const struct wined3d_gl_info *gl_info = context->gl_info;
600 float mat[2][2];
602 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
603 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
604 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
605 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
606 * for stage + 1. Keep the nvrc tex unit mapping in mind too
608 if (mapped_stage < gl_info->limits.textures)
610 context_active_texture(context, gl_info, mapped_stage);
612 /* We can't just pass a pointer to the state to GL due to the
613 * different matrix format (column major vs row major). */
614 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
615 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
616 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
617 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
618 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat);
619 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
623 static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
625 const struct wined3d_gl_info *gl_info = context->gl_info;
626 float col[4];
628 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
629 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
632 /* Context activation is done by the caller. */
633 static void nvrc_enable(BOOL enable)
635 if (enable)
637 glEnable(GL_REGISTER_COMBINERS_NV);
638 checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)");
640 else
642 glDisable(GL_REGISTER_COMBINERS_NV);
643 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
647 /* Context activation and GL locking are done by the caller. */
648 static void nvts_enable(BOOL enable)
650 nvrc_enable(enable);
651 if (enable)
653 glEnable(GL_TEXTURE_SHADER_NV);
654 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
656 else
658 glDisable(GL_TEXTURE_SHADER_NV);
659 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
663 static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
665 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
667 /* The caps below can be supported but aren't handled yet in utils.c
668 * 'd3dta_to_combiner_input', disable them until support is fixed */
669 #if 0
670 if (gl_info->supported[NV_REGISTER_COMBINERS2])
671 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
672 #endif
674 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
675 | WINED3DTEXOPCAPS_ADDSIGNED
676 | WINED3DTEXOPCAPS_ADDSIGNED2X
677 | WINED3DTEXOPCAPS_MODULATE
678 | WINED3DTEXOPCAPS_MODULATE2X
679 | WINED3DTEXOPCAPS_MODULATE4X
680 | WINED3DTEXOPCAPS_SELECTARG1
681 | WINED3DTEXOPCAPS_SELECTARG2
682 | WINED3DTEXOPCAPS_DISABLE
683 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
684 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
685 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
686 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
687 | WINED3DTEXOPCAPS_LERP
688 | WINED3DTEXOPCAPS_SUBTRACT
689 | WINED3DTEXOPCAPS_ADDSMOOTH
690 | WINED3DTEXOPCAPS_MULTIPLYADD
691 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
692 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
693 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
694 | WINED3DTEXOPCAPS_DOTPRODUCT3
695 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
696 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
698 if (gl_info->supported[NV_TEXTURE_SHADER2])
700 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
701 * not support 3D textures. This asks for trouble if an app uses both bump mapping
702 * and 3D textures. It also allows us to keep the code simpler by having texture
703 * shaders constantly enabled. */
704 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
705 /* TODO: Luminance bump map? */
708 #if 0
709 /* FIXME: Add
710 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
711 WINED3DTEXOPCAPS_PREMODULATE */
712 #endif
714 caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
715 caps->MaxSimultaneousTextures = gl_info->limits.textures;
718 static HRESULT nvrc_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
719 /* Context activation is done by the caller. */
720 static void nvrc_fragment_free(struct wined3d_device *device) {}
722 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
723 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
724 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
725 * register combiners extension(Pre-GF3).
728 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
730 if (TRACE_ON(d3d))
732 TRACE("Checking support for fixup:\n");
733 dump_color_fixup_desc(fixup);
736 /* We only support identity conversions. */
737 if (is_identity_fixup(fixup))
739 TRACE("[OK]\n");
740 return TRUE;
743 TRACE("[FAILED]\n");
744 return FALSE;
747 static const struct StateEntryTemplate nvrc_fragmentstate_template[] =
749 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
750 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
751 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
752 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
753 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
754 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
755 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
756 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
757 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
758 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
759 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
760 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
761 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
762 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
763 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
764 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
765 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
766 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
767 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
768 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
769 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
770 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
771 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
772 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
773 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
774 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
775 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
776 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
777 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
778 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
779 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
780 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
781 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
782 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
783 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
784 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
785 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
786 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
787 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
788 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
789 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
790 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
791 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
792 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
793 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
794 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
795 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
796 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
797 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
798 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
799 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
800 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
801 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
802 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
803 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
804 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
805 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
806 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
807 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
808 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
809 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
810 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
811 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
812 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
813 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
814 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
815 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
816 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
817 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
818 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
819 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
820 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
821 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
822 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
823 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
824 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
825 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
826 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
827 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
828 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
829 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
830 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
831 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
832 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
833 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
834 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
835 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
836 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
837 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
838 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
839 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
840 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
841 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
842 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
843 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
844 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
845 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
846 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
847 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
848 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
849 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
850 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
851 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
852 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
853 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
854 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
855 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE },
856 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
857 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
858 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
859 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
860 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
861 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
862 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
863 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim }, NV_TEXTURE_SHADER2 },
864 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
865 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim }, NV_TEXTURE_SHADER2 },
866 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
867 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim }, NV_TEXTURE_SHADER2 },
868 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
869 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim }, NV_TEXTURE_SHADER2 },
870 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
871 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim }, NV_TEXTURE_SHADER2 },
872 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
873 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim }, NV_TEXTURE_SHADER2 },
874 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
875 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim }, NV_TEXTURE_SHADER2 },
876 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
877 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim }, NV_TEXTURE_SHADER2 },
878 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
879 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
882 const struct fragment_pipeline nvts_fragment_pipeline = {
883 nvts_enable,
884 nvrc_fragment_get_caps,
885 nvrc_fragment_alloc,
886 nvrc_fragment_free,
887 nvts_color_fixup_supported,
888 nvrc_fragmentstate_template,
889 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
892 const struct fragment_pipeline nvrc_fragment_pipeline = {
893 nvrc_enable,
894 nvrc_fragment_get_caps,
895 nvrc_fragment_alloc,
896 nvrc_fragment_free,
897 nvts_color_fixup_supported,
898 nvrc_fragmentstate_template,
899 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */