2 * Fixed function pipeline replacement using GL_NV_register_combiners
3 * and GL_NV_texture_shader
5 * Copyright 2006 Henri Verbeet
6 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 /* GL locking for state handlers is done by the caller. */
33 static void nvts_activate_dimensions(DWORD stage
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
37 if(stage
> 0 && (stateblock
->textureState
[stage
- 1][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAPLUMINANCE
||
38 stateblock
->textureState
[stage
- 1][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAP
)) {
40 context
->texShaderBumpMap
|= (1 << stage
);
42 context
->texShaderBumpMap
&= ~(1 << stage
);
45 if(stateblock
->textures
[stage
]) {
46 switch(IWineD3DBaseTexture_GetTextureDimensions(stateblock
->textures
[stage
])) {
48 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_2D
);
49 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
51 case GL_TEXTURE_RECTANGLE_ARB
:
52 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_RECTANGLE_ARB
);
53 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
56 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_3D
);
57 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
59 case GL_TEXTURE_CUBE_MAP_ARB
:
60 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_CUBE_MAP_ARB
);
61 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
65 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
66 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
73 GLenum component_usage
[3];
76 static GLenum
d3dta_to_combiner_input(DWORD d3dta
, DWORD stage
, INT texture_idx
) {
78 case WINED3DTA_DIFFUSE
:
79 return GL_PRIMARY_COLOR_NV
;
81 case WINED3DTA_CURRENT
:
82 if (stage
) return GL_SPARE0_NV
;
83 else return GL_PRIMARY_COLOR_NV
;
85 case WINED3DTA_TEXTURE
:
86 if (texture_idx
> -1) return GL_TEXTURE0_ARB
+ texture_idx
;
87 else return GL_PRIMARY_COLOR_NV
;
89 case WINED3DTA_TFACTOR
:
90 return GL_CONSTANT_COLOR0_NV
;
92 case WINED3DTA_SPECULAR
:
93 return GL_SECONDARY_COLOR_NV
;
98 case WINED3DTA_CONSTANT
:
99 /* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
100 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
101 return GL_CONSTANT_COLOR1_NV
;
104 FIXME("Unrecognized texture arg %#x\n", d3dta
);
109 static GLenum
invert_mapping(GLenum mapping
) {
110 if (mapping
== GL_UNSIGNED_INVERT_NV
) return GL_UNSIGNED_IDENTITY_NV
;
111 else if (mapping
== GL_UNSIGNED_IDENTITY_NV
) return GL_UNSIGNED_INVERT_NV
;
113 FIXME("Unhandled mapping %#x\n", mapping
);
117 static void get_src_and_opr_nvrc(DWORD stage
, DWORD arg
, BOOL is_alpha
, GLenum
* input
, GLenum
* mapping
, GLenum
*component_usage
, INT texture_idx
) {
118 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
120 if (arg
& WINED3DTA_COMPLEMENT
) *mapping
= GL_UNSIGNED_INVERT_NV
;
121 else *mapping
= GL_UNSIGNED_IDENTITY_NV
; /* Clamp all values to positive ranges */
123 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
124 * should be used for all input components. */
125 if (is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
) *component_usage
= GL_ALPHA
;
126 else *component_usage
= GL_RGB
;
128 *input
= d3dta_to_combiner_input(arg
& WINED3DTA_SELECTMASK
, stage
, texture_idx
);
131 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
, DWORD dst
) {
132 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
133 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
134 tex_op_args tex_op_args
= {{0}, {0}, {0}};
135 GLenum portion
= is_alpha
? GL_ALPHA
: GL_RGB
;
136 GLenum target
= GL_COMBINER0_NV
+ stage
;
139 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
140 stage
, is_alpha
, debug_d3dtop(op
), arg1
, arg2
, arg3
, texture_idx
);
142 /* If a texture stage references an invalid texture unit the stage just
143 * passes through the result from the previous stage */
144 if (is_invalid_op(This
, stage
, op
, arg1
, arg2
, arg3
)) {
145 arg1
= WINED3DTA_CURRENT
;
146 op
= WINED3DTOP_SELECTARG1
;
149 get_src_and_opr_nvrc(stage
, arg1
, is_alpha
, &tex_op_args
.input
[0],
150 &tex_op_args
.mapping
[0], &tex_op_args
.component_usage
[0], texture_idx
);
151 get_src_and_opr_nvrc(stage
, arg2
, is_alpha
, &tex_op_args
.input
[1],
152 &tex_op_args
.mapping
[1], &tex_op_args
.component_usage
[1], texture_idx
);
153 get_src_and_opr_nvrc(stage
, arg3
, is_alpha
, &tex_op_args
.input
[2],
154 &tex_op_args
.mapping
[2], &tex_op_args
.component_usage
[2], texture_idx
);
157 if(dst
== WINED3DTA_TEMP
) {
158 output
= GL_SPARE1_NV
;
160 output
= GL_SPARE0_NV
;
163 /* This is called by a state handler which has the gl lock held and a context for the thread */
166 case WINED3DTOP_DISABLE
:
168 if (!is_alpha
) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
169 /* Input, prev_alpha*1 */
170 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
171 GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
172 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
173 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
176 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
177 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
180 case WINED3DTOP_SELECTARG1
:
181 case WINED3DTOP_SELECTARG2
:
183 if (op
== WINED3DTOP_SELECTARG1
) {
184 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
185 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
187 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
188 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
190 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
191 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
194 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
195 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
198 case WINED3DTOP_MODULATE
:
199 case WINED3DTOP_MODULATE2X
:
200 case WINED3DTOP_MODULATE4X
:
201 /* Input, arg1*arg2 */
202 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
203 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
204 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
205 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
208 if (op
== WINED3DTOP_MODULATE
) {
209 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
210 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
211 } else if (op
== WINED3DTOP_MODULATE2X
) {
212 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
213 GL_DISCARD_NV
, GL_SCALE_BY_TWO_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
214 } else if (op
== WINED3DTOP_MODULATE4X
) {
215 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
216 GL_DISCARD_NV
, GL_SCALE_BY_FOUR_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
221 case WINED3DTOP_ADDSIGNED
:
222 case WINED3DTOP_ADDSIGNED2X
:
223 /* Input, arg1*1+arg2*1 */
224 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
225 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
226 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
227 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
228 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
229 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
230 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
231 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
234 if (op
== WINED3DTOP_ADD
) {
235 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
236 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
237 } else if (op
== WINED3DTOP_ADDSIGNED
) {
238 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
239 output
, GL_NONE
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
240 } else if (op
== WINED3DTOP_ADDSIGNED2X
) {
241 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
242 output
, GL_SCALE_BY_TWO_NV
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
246 case WINED3DTOP_SUBTRACT
:
247 /* Input, arg1*1+-arg2*1 */
248 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
249 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
250 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
251 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
252 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
253 tex_op_args
.input
[1], GL_SIGNED_NEGATE_NV
, tex_op_args
.component_usage
[1]));
254 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
255 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
258 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
259 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
262 case WINED3DTOP_ADDSMOOTH
:
263 /* Input, arg1*1+(1-arg1)*arg2 */
264 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
265 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
266 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
267 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
268 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
269 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
270 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
271 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
274 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
275 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
278 case WINED3DTOP_BLENDDIFFUSEALPHA
:
279 case WINED3DTOP_BLENDTEXTUREALPHA
:
280 case WINED3DTOP_BLENDFACTORALPHA
:
281 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
282 case WINED3DTOP_BLENDCURRENTALPHA
:
284 GLenum alpha_src
= GL_PRIMARY_COLOR_NV
;
285 if (op
== WINED3DTOP_BLENDDIFFUSEALPHA
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_DIFFUSE
, stage
, texture_idx
);
286 else if (op
== WINED3DTOP_BLENDTEXTUREALPHA
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
287 else if (op
== WINED3DTOP_BLENDFACTORALPHA
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_TFACTOR
, stage
, texture_idx
);
288 else if (op
== WINED3DTOP_BLENDTEXTUREALPHAPM
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
289 else if (op
== WINED3DTOP_BLENDCURRENTALPHA
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_CURRENT
, stage
, texture_idx
);
290 else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op
));
292 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
293 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
294 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
295 if (op
== WINED3DTOP_BLENDTEXTUREALPHAPM
)
297 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
298 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
300 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
301 alpha_src
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
303 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
304 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
305 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
306 alpha_src
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
309 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
310 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
314 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
315 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
316 if (is_alpha
) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
317 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
318 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
319 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
320 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
321 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
322 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
323 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
324 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
327 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
328 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
331 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
332 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
333 if (is_alpha
) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
334 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
335 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
336 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
337 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
338 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
339 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
340 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
341 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
344 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
345 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
348 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
349 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
350 if (is_alpha
) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR)\n");
351 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
352 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), GL_ALPHA
));
353 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
354 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
355 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
356 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
357 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
358 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
361 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
362 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
365 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
366 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
367 if (is_alpha
) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA)\n");
368 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
369 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
370 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
371 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
372 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
373 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
374 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
375 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
378 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
379 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
382 case WINED3DTOP_DOTPRODUCT3
:
383 /* Input, arg1 . arg2 */
384 /* FIXME: DX7 uses a different calculation? */
385 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
386 tex_op_args
.input
[0], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[0]));
387 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
388 tex_op_args
.input
[1], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[1]));
391 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
392 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_TRUE
, GL_FALSE
, GL_FALSE
));
395 case WINED3DTOP_MULTIPLYADD
:
396 /* Input, arg3*1+arg1*arg2 */
397 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
398 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
399 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
400 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
401 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
402 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
403 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
404 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
407 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
408 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
411 case WINED3DTOP_LERP
:
412 /* Input, arg3*arg1+(1-arg3)*arg2 */
413 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
414 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
415 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
416 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
417 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
418 tex_op_args
.input
[2], invert_mapping(tex_op_args
.mapping
[2]), tex_op_args
.component_usage
[2]));
419 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
420 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
423 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
424 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
427 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
428 case WINED3DTOP_BUMPENVMAP
:
429 if (gl_info
->supported
[NV_TEXTURE_SHADER
])
431 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
432 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
433 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
434 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
436 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
437 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
438 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
439 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
440 /* Always pass through to CURRENT, ignore temp arg */
441 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
442 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
447 FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
448 stage
, is_alpha
, debug_d3dtop(op
), op
, arg1
, arg2
, arg3
, texture_idx
);
451 checkGLcall("set_tex_op_nvrc()");
455 static void nvrc_colorop(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
457 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
458 BOOL tex_used
= stateblock
->device
->fixed_function_usage_map
& (1 << stage
);
459 DWORD mapped_stage
= stateblock
->device
->texUnitMap
[stage
];
460 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
462 TRACE("Setting color op for stage %d\n", stage
);
464 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
465 if (use_ps(stateblock
)) return;
467 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
469 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
471 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
473 FIXME("Attempt to enable unsupported stage!\n");
476 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
477 checkGLcall("glActiveTextureARB");
480 if(stateblock
->lowest_disabled_stage
> 0) {
481 glEnable(GL_REGISTER_COMBINERS_NV
);
482 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV
, stateblock
->lowest_disabled_stage
));
484 glDisable(GL_REGISTER_COMBINERS_NV
);
486 if(stage
>= stateblock
->lowest_disabled_stage
) {
487 TRACE("Stage disabled\n");
488 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
490 /* Disable everything here */
491 glDisable(GL_TEXTURE_2D
);
492 checkGLcall("glDisable(GL_TEXTURE_2D)");
493 glDisable(GL_TEXTURE_3D
);
494 checkGLcall("glDisable(GL_TEXTURE_3D)");
495 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
497 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
498 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
500 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
502 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
503 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
505 if (gl_info
->supported
[NV_TEXTURE_SHADER2
] && mapped_stage
< gl_info
->limits
.textures
)
507 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
514 /* The sampler will also activate the correct texture dimensions, so no need to do it here
515 * if the sampler for this stage is dirty
517 if (!isStateDirty(context
, STATE_SAMPLER(stage
)))
521 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
523 nvts_activate_dimensions(stage
, stateblock
, context
);
527 texture_activate_dimensions(stage
, stateblock
, context
);
532 /* Set the texture combiners */
533 set_tex_op_nvrc((IWineD3DDevice
*)stateblock
->device
, FALSE
, stage
,
534 stateblock
->textureState
[stage
][WINED3DTSS_COLOROP
],
535 stateblock
->textureState
[stage
][WINED3DTSS_COLORARG1
],
536 stateblock
->textureState
[stage
][WINED3DTSS_COLORARG2
],
537 stateblock
->textureState
[stage
][WINED3DTSS_COLORARG0
],
539 stateblock
->textureState
[stage
][WINED3DTSS_RESULTARG
]);
541 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
542 * thus the texture shader may have to be updated
544 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
546 BOOL usesBump
= (stateblock
->textureState
[stage
][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAPLUMINANCE
||
547 stateblock
->textureState
[stage
][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAP
) ? TRUE
: FALSE
;
548 BOOL usedBump
= (context
->texShaderBumpMap
& 1 << (stage
+ 1)) ? TRUE
: FALSE
;
549 if(usesBump
!= usedBump
) {
550 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
+ 1));
551 checkGLcall("glActiveTextureARB");
552 nvts_activate_dimensions(stage
+ 1, stateblock
, context
);
553 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
554 checkGLcall("glActiveTextureARB");
559 static void nvts_texdim(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
561 DWORD sampler
= state
- STATE_SAMPLER(0);
562 DWORD mapped_stage
= stateblock
->device
->texUnitMap
[sampler
];
564 /* No need to enable / disable anything here for unused samplers. The tex_colorop
565 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
566 * will take care of this business
568 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
|| mapped_stage
>= context
->gl_info
->limits
.textures
) return;
569 if(sampler
>= stateblock
->lowest_disabled_stage
) return;
570 if(isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
))) return;
572 nvts_activate_dimensions(sampler
, stateblock
, context
);
575 static void nvts_bumpenvmat(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
577 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
578 DWORD mapped_stage
= stateblock
->device
->texUnitMap
[stage
+ 1];
579 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
582 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
583 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
584 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
585 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
586 * for stage + 1. Keep the nvrc tex unit mapping in mind too
588 if (mapped_stage
< gl_info
->limits
.textures
)
590 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
591 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
593 /* We can't just pass a pointer to the stateblock to GL due to the different matrix
594 * format(column major vs row major)
596 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
597 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
598 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
599 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
600 glTexEnvfv(GL_TEXTURE_SHADER_NV
, GL_OFFSET_TEXTURE_MATRIX_NV
, (float *) mat
);
601 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
605 static void nvrc_texfactor(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
607 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
609 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
610 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV
, &col
[0]));
613 /* Context activation is done by the caller. */
614 static void nvrc_enable(IWineD3DDevice
*iface
, BOOL enable
) { }
616 /* Context activation is done by the caller. */
617 static void nvts_enable(IWineD3DDevice
*iface
, BOOL enable
) {
620 glEnable(GL_TEXTURE_SHADER_NV
);
621 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
623 glDisable(GL_TEXTURE_SHADER_NV
);
624 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
629 static void nvrc_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*pCaps
)
631 pCaps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
633 /* The caps below can be supported but aren't handled yet in utils.c
634 * 'd3dta_to_combiner_input', disable them until support is fixed */
636 if (gl_info
->supported
[NV_REGISTER_COMBINERS2
])
637 pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_PERSTAGECONSTANT
;
640 pCaps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
|
641 WINED3DTEXOPCAPS_ADDSIGNED
|
642 WINED3DTEXOPCAPS_ADDSIGNED2X
|
643 WINED3DTEXOPCAPS_MODULATE
|
644 WINED3DTEXOPCAPS_MODULATE2X
|
645 WINED3DTEXOPCAPS_MODULATE4X
|
646 WINED3DTEXOPCAPS_SELECTARG1
|
647 WINED3DTEXOPCAPS_SELECTARG2
|
648 WINED3DTEXOPCAPS_DISABLE
|
649 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
650 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
651 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
652 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
653 WINED3DTEXOPCAPS_LERP
|
654 WINED3DTEXOPCAPS_SUBTRACT
|
655 WINED3DTEXOPCAPS_ADDSMOOTH
|
656 WINED3DTEXOPCAPS_MULTIPLYADD
|
657 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
658 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
659 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
660 WINED3DTEXOPCAPS_DOTPRODUCT3
|
661 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
662 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
;
664 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
666 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
667 * not support 3D textures. This asks for trouble if an app uses both bump mapping
668 * and 3D textures. It also allows us to keep the code simpler by having texture
669 * shaders constantly enabled.
671 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
672 /* TODO: Luminance bump map? */
677 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
678 WINED3DTEXOPCAPS_PREMODULATE */
681 pCaps
->MaxTextureBlendStages
= min(MAX_TEXTURES
, gl_info
->limits
.general_combiners
);
682 pCaps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
685 static HRESULT
nvrc_fragment_alloc(IWineD3DDevice
*iface
) { return WINED3D_OK
; }
686 /* Context activation is done by the caller. */
687 static void nvrc_fragment_free(IWineD3DDevice
*iface
) {}
689 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
690 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
691 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
692 * register combiners extension(Pre-GF3).
695 static BOOL
nvts_color_fixup_supported(struct color_fixup_desc fixup
)
699 TRACE("Checking support for fixup:\n");
700 dump_color_fixup_desc(fixup
);
703 /* We only support identity conversions. */
704 if (is_identity_fixup(fixup
))
714 static const struct StateEntryTemplate nvrc_fragmentstate_template
[] = {
715 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
716 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
717 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
718 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
719 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
720 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
721 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
722 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
723 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
724 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
725 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
726 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
727 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
728 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
729 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
730 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
731 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
732 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
733 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
734 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
735 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
736 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
737 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
738 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
739 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
740 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
741 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
742 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
743 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
744 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
745 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
746 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
747 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
748 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
749 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
750 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
751 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
752 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
753 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
754 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
755 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
756 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
757 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
758 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
759 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
760 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
761 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
762 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
763 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
764 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
765 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
766 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
767 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
768 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
769 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
770 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
771 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
772 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
773 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
774 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
775 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
776 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
777 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
778 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
779 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
780 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
781 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
782 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
783 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
784 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
785 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
786 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
787 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
788 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
789 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
790 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
791 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
792 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
793 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
794 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
795 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
796 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
797 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
798 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
799 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
800 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
801 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
802 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
803 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
804 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
805 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
806 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
807 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
808 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
809 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
810 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
811 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
812 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
813 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
814 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
815 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
816 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
817 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
818 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
819 { STATE_PIXELSHADER
, { STATE_PIXELSHADER
, apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
820 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
821 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), nvrc_texfactor
}, WINED3D_GL_EXT_NONE
},
822 { STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
823 { STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
824 { STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
825 { STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
826 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
827 { STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
828 { STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
829 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim
}, NV_TEXTURE_SHADER2
},
830 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
831 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim
}, NV_TEXTURE_SHADER2
},
832 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
833 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim
}, NV_TEXTURE_SHADER2
},
834 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
835 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim
}, NV_TEXTURE_SHADER2
},
836 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
837 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim
}, NV_TEXTURE_SHADER2
},
838 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
839 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim
}, NV_TEXTURE_SHADER2
},
840 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
841 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim
}, NV_TEXTURE_SHADER2
},
842 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
843 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim
}, NV_TEXTURE_SHADER2
},
844 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
845 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
848 const struct fragment_pipeline nvts_fragment_pipeline
= {
850 nvrc_fragment_get_caps
,
853 nvts_color_fixup_supported
,
854 nvrc_fragmentstate_template
,
855 FALSE
/* we cannot disable projected textures. The vertex pipe has to do it */
858 const struct fragment_pipeline nvrc_fragment_pipeline
= {
860 nvrc_fragment_get_caps
,
863 nvts_color_fixup_supported
,
864 nvrc_fragmentstate_template
,
865 FALSE
/* we cannot disable projected textures. The vertex pipe has to do it */