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 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
32 void nvts_activate_dimensions(DWORD stage
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
35 if(stage
> 0 && (stateblock
->textureState
[stage
- 1][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAPLUMINANCE
||
36 stateblock
->textureState
[stage
- 1][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAP
)) {
38 context
->texShaderBumpMap
|= (1 << stage
);
40 context
->texShaderBumpMap
&= ~(1 << stage
);
43 if(stateblock
->textures
[stage
]) {
44 switch(stateblock
->textureDimensions
[stage
]) {
46 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_2D
);
47 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
49 case GL_TEXTURE_RECTANGLE_ARB
:
50 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_RECTANGLE_ARB
);
51 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
54 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_3D
);
55 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
57 case GL_TEXTURE_CUBE_MAP_ARB
:
58 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_CUBE_MAP_ARB
);
59 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
63 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
64 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
68 static void nvrc_colorop(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
69 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE
;
70 DWORD mapped_stage
= stateblock
->wineD3DDevice
->texUnitMap
[stage
];
71 BOOL tex_used
= stateblock
->wineD3DDevice
->fixed_function_usage_map
[stage
];
73 TRACE("Setting color op for stage %d\n", stage
);
75 if (stateblock
->pixelShader
&& stateblock
->wineD3DDevice
->ps_selected_mode
!= SHADER_NONE
&&
76 ((IWineD3DPixelShaderImpl
*)stateblock
->pixelShader
)->baseShader
.function
) {
77 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
81 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
83 if (mapped_stage
!= -1) {
84 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
85 if (tex_used
&& mapped_stage
>= GL_LIMITS(textures
)) {
86 FIXME("Attempt to enable unsupported stage!\n");
89 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
90 checkGLcall("glActiveTextureARB");
91 } else if (stage
> 0) {
92 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
97 if(stateblock
->lowest_disabled_stage
> 0) {
98 glEnable(GL_REGISTER_COMBINERS_NV
);
99 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV
, stateblock
->lowest_disabled_stage
));
101 glDisable(GL_REGISTER_COMBINERS_NV
);
103 if(stage
>= stateblock
->lowest_disabled_stage
) {
104 TRACE("Stage disabled\n");
105 if (mapped_stage
!= -1) {
106 /* Disable everything here */
107 glDisable(GL_TEXTURE_2D
);
108 checkGLcall("glDisable(GL_TEXTURE_2D)");
109 glDisable(GL_TEXTURE_3D
);
110 checkGLcall("glDisable(GL_TEXTURE_3D)");
111 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
112 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
113 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
115 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
116 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
117 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
119 if(GL_SUPPORT(NV_TEXTURE_SHADER2
) && mapped_stage
< GL_LIMITS(textures
)) {
120 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
127 /* The sampler will also activate the correct texture dimensions, so no need to do it here
128 * if the sampler for this stage is dirty
130 if(!isStateDirty(context
, STATE_SAMPLER(stage
))) {
132 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
133 nvts_activate_dimensions(stage
, stateblock
, context
);
135 texture_activate_dimensions(stage
, stateblock
, context
);
140 /* Set the texture combiners */
141 set_tex_op_nvrc((IWineD3DDevice
*)stateblock
->wineD3DDevice
, FALSE
, stage
,
142 stateblock
->textureState
[stage
][WINED3DTSS_COLOROP
],
143 stateblock
->textureState
[stage
][WINED3DTSS_COLORARG1
],
144 stateblock
->textureState
[stage
][WINED3DTSS_COLORARG2
],
145 stateblock
->textureState
[stage
][WINED3DTSS_COLORARG0
],
147 stateblock
->textureState
[stage
][WINED3DTSS_RESULTARG
]);
149 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
150 * thus the texture shader may have to be updated
152 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
153 BOOL usesBump
= (stateblock
->textureState
[stage
][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAPLUMINANCE
||
154 stateblock
->textureState
[stage
][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAP
) ? TRUE
: FALSE
;
155 BOOL usedBump
= (context
->texShaderBumpMap
& 1 << (stage
+ 1)) ? TRUE
: FALSE
;
156 if(usesBump
!= usedBump
) {
157 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
+ 1));
158 checkGLcall("glActiveTextureARB");
159 nvts_activate_dimensions(stage
+ 1, stateblock
, context
);
160 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
161 checkGLcall("glActiveTextureARB");
166 void nvts_texdim(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
167 DWORD sampler
= state
- STATE_SAMPLER(0);
168 DWORD mapped_stage
= stateblock
->wineD3DDevice
->texUnitMap
[sampler
];
170 /* No need to enable / disable anything here for unused samplers. The tex_colorop
171 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
172 * will take care of this business
174 if(mapped_stage
== -1 || mapped_stage
>= GL_LIMITS(textures
)) return;
175 if(sampler
>= stateblock
->lowest_disabled_stage
) return;
176 if(use_ps(stateblock
->wineD3DDevice
)) return;
177 if(isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
))) return;
179 nvts_activate_dimensions(sampler
, stateblock
, context
);
182 static void nvts_bumpenvmat(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
183 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE
;
184 DWORD mapped_stage
= stateblock
->wineD3DDevice
->texUnitMap
[stage
+ 1];
187 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
188 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
189 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
190 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
191 * for stage + 1. Keep the nvrc tex unit mapping in mind too
193 if(mapped_stage
< GL_LIMITS(textures
)) {
194 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
195 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
197 /* We can't just pass a pointer to the stateblock to GL due to the different matrix
198 * format(column major vs row major)
200 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
201 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
202 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
203 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
204 glTexEnvfv(GL_TEXTURE_SHADER_NV
, GL_OFFSET_TEXTURE_MATRIX_NV
, (float *) mat
);
205 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
209 static void nvrc_texfactor(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
) {
211 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
212 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV
, &col
[0]));
214 #undef GLINFO_LOCATION
216 #define GLINFO_LOCATION (*gl_info)
217 static void nvrc_enable(IWineD3DDevice
*iface
, BOOL enable
) { }
219 static void nvts_enable(IWineD3DDevice
*iface
, BOOL enable
) {
221 glEnable(GL_TEXTURE_SHADER_NV
);
222 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
224 glDisable(GL_TEXTURE_SHADER_NV
);
225 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
229 static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct fragment_caps
*pCaps
) {
230 pCaps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
|
231 WINED3DTEXOPCAPS_ADDSIGNED
|
232 WINED3DTEXOPCAPS_ADDSIGNED2X
|
233 WINED3DTEXOPCAPS_MODULATE
|
234 WINED3DTEXOPCAPS_MODULATE2X
|
235 WINED3DTEXOPCAPS_MODULATE4X
|
236 WINED3DTEXOPCAPS_SELECTARG1
|
237 WINED3DTEXOPCAPS_SELECTARG2
|
238 WINED3DTEXOPCAPS_DISABLE
|
239 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
240 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
241 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
242 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
243 WINED3DTEXOPCAPS_LERP
|
244 WINED3DTEXOPCAPS_SUBTRACT
|
245 WINED3DTEXOPCAPS_ADDSMOOTH
|
246 WINED3DTEXOPCAPS_MULTIPLYADD
|
247 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
248 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
249 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
250 WINED3DTEXOPCAPS_DOTPRODUCT3
|
251 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
252 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
;
254 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
255 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
256 * not support 3D textures. This asks for trouble if an app uses both bump mapping
257 * and 3D textures. It also allows us to keep the code simpler by having texture
258 * shaders constantly enabled.
260 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
261 /* TODO: Luminance bump map? */
266 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
267 WINED3DTEXOPCAPS_PREMODULATE */
270 pCaps
->MaxTextureBlendStages
= GL_LIMITS(texture_stages
);
271 pCaps
->MaxSimultaneousTextures
= GL_LIMITS(textures
);
273 pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
275 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
277 if (GL_SUPPORT(NV_REGISTER_COMBINERS2
))
278 pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_PERSTAGECONSTANT
;
282 static HRESULT
nvrc_fragment_alloc(IWineD3DDevice
*iface
) { return WINED3D_OK
; }
283 static void nvrc_fragment_free(IWineD3DDevice
*iface
) {}
285 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
286 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
287 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
288 * register combiners extension(Pre-GF3).
291 const struct StateEntryTemplate nvrc_fragmentstate_template
[] = {
292 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
293 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
294 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
295 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
296 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
297 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
298 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
299 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
300 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
301 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
302 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
303 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
304 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
305 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
306 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
307 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
308 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
309 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
310 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
311 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
312 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
313 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
314 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
315 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
316 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
317 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
318 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
319 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
320 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
321 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
322 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
323 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
324 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
325 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
326 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
327 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
328 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
329 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
330 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
331 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
332 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
333 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
334 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
335 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
336 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
337 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
338 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
339 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
340 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
341 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
342 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
343 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
344 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
345 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
346 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
347 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
348 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
349 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
350 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
351 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
352 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
353 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
354 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
355 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
356 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
357 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
358 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
359 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
360 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
361 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
362 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
363 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
364 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
365 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
366 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
367 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
368 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
369 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
370 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
371 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
372 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
373 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
374 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
375 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
376 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
377 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
378 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
379 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
380 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
381 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
382 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
383 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
384 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
385 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
386 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
387 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
388 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
389 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
390 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
391 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
392 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
393 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
394 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, 0 },
395 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), nvrc_colorop
}, 0 },
396 { STATE_PIXELSHADER
, { STATE_PIXELSHADER
, apply_pixelshader
}, 0 },
397 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, apply_pixelshader
}, 0 },
398 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), nvrc_texfactor
}, 0 },
399 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim
}, NV_TEXTURE_SHADER2
},
400 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, 0 },
401 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim
}, NV_TEXTURE_SHADER2
},
402 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, 0 },
403 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim
}, NV_TEXTURE_SHADER2
},
404 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, 0 },
405 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim
}, NV_TEXTURE_SHADER2
},
406 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, 0 },
407 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim
}, NV_TEXTURE_SHADER2
},
408 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, 0 },
409 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim
}, NV_TEXTURE_SHADER2
},
410 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, 0 },
411 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim
}, NV_TEXTURE_SHADER2
},
412 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, 0 },
413 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim
}, NV_TEXTURE_SHADER2
},
414 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, 0 },
415 {0 /* Terminate */, { 0, 0 }, 0 },
418 const struct fragment_pipeline nvts_fragment_pipeline
= {
420 nvrc_fragment_get_caps
,
423 nvrc_fragmentstate_template
426 const struct fragment_pipeline nvrc_fragment_pipeline
= {
428 nvrc_fragment_get_caps
,
431 nvrc_fragmentstate_template