wined3d: Move an extension check into the state template.
[wine/wine64.git] / dlls / wined3d / nvidia_texture_shader.c
blob6844a9b88eaa9f8da987ded5868518a580b82f55
1 /*
2 * Fixed function pipeline replacement using GL_NV_register_combiners
3 * and GL_NV_texture_shader
5 * Copyright 2006 Henri Verbeet
6 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
24 #include <math.h>
25 #include <stdio.h>
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
32 void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
33 BOOL bumpmap = FALSE;
35 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
36 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
37 bumpmap = TRUE;
38 context->texShaderBumpMap |= (1 << stage);
39 } else {
40 context->texShaderBumpMap &= ~(1 << stage);
43 if(stateblock->textures[stage]) {
44 switch(stateblock->textureDimensions[stage]) {
45 case GL_TEXTURE_2D:
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, ...)");
48 break;
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, ...)");
52 break;
53 case GL_TEXTURE_3D:
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)");
56 break;
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)");
60 break;
62 } else {
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 */
78 return;
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");
87 return;
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");
93 return;
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));
100 } else {
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);
123 /* All done */
124 return;
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))) {
131 if (tex_used) {
132 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
133 nvts_activate_dimensions(stage, stateblock, context);
134 } else {
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],
146 mapped_stage,
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];
185 float mat[2][2];
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) {
210 float col[4];
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) {
220 if(enable) {
221 glEnable(GL_TEXTURE_SHADER_NV);
222 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
223 } else {
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? */
264 #if 0
265 /* FIXME: Add
266 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
267 WINED3DTEXOPCAPS_PREMODULATE */
268 #endif
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 */
276 #if 0
277 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
278 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
279 #endif
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 = {
419 nvts_enable,
420 nvrc_fragment_get_caps,
421 nvrc_fragment_alloc,
422 nvrc_fragment_free,
423 nvrc_fragmentstate_template
426 const struct fragment_pipeline nvrc_fragment_pipeline = {
427 nvrc_enable,
428 nvrc_fragment_get_caps,
429 nvrc_fragment_alloc,
430 nvrc_fragment_free,
431 nvrc_fragmentstate_template