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
23 #include "wined3d_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
27 /* Context activation for state handlers is done by the caller. */
29 static void nvts_activate_dimensions(const struct wined3d_state
*state
, DWORD stage
, struct wined3d_context
*context
)
31 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
35 && (state
->texture_states
[stage
- 1][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
36 || state
->texture_states
[stage
- 1][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP
))
39 context
->texShaderBumpMap
|= (1u << stage
);
43 context
->texShaderBumpMap
&= ~(1u << stage
);
46 if (state
->textures
[stage
])
48 switch (state
->textures
[stage
]->target
)
51 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
,
52 bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_2D
);
53 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
55 case GL_TEXTURE_RECTANGLE_ARB
:
56 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
,
57 bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_RECTANGLE_ARB
);
58 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
61 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_3D
);
62 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
64 case GL_TEXTURE_CUBE_MAP_ARB
:
65 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_CUBE_MAP_ARB
);
66 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
72 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
73 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
81 GLenum component_usage
[3];
84 static GLenum
d3dta_to_combiner_input(DWORD d3dta
, DWORD stage
, INT texture_idx
) {
86 case WINED3DTA_DIFFUSE
:
87 return GL_PRIMARY_COLOR_NV
;
89 case WINED3DTA_CURRENT
:
90 if (stage
) return GL_SPARE0_NV
;
91 else return GL_PRIMARY_COLOR_NV
;
93 case WINED3DTA_TEXTURE
:
94 if (texture_idx
> -1) return GL_TEXTURE0_ARB
+ texture_idx
;
95 else return GL_PRIMARY_COLOR_NV
;
97 case WINED3DTA_TFACTOR
:
98 return GL_CONSTANT_COLOR0_NV
;
100 case WINED3DTA_SPECULAR
:
101 return GL_SECONDARY_COLOR_NV
;
106 case WINED3DTA_CONSTANT
:
107 /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
108 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
109 return GL_CONSTANT_COLOR1_NV
;
112 FIXME("Unrecognized texture arg %#x\n", d3dta
);
117 static GLenum
invert_mapping(GLenum mapping
) {
118 if (mapping
== GL_UNSIGNED_INVERT_NV
) return GL_UNSIGNED_IDENTITY_NV
;
119 else if (mapping
== GL_UNSIGNED_IDENTITY_NV
) return GL_UNSIGNED_INVERT_NV
;
121 FIXME("Unhandled mapping %#x\n", mapping
);
125 static void get_src_and_opr_nvrc(DWORD stage
, DWORD arg
, BOOL is_alpha
, GLenum
* input
, GLenum
* mapping
, GLenum
*component_usage
, INT texture_idx
) {
126 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
128 if (arg
& WINED3DTA_COMPLEMENT
) *mapping
= GL_UNSIGNED_INVERT_NV
;
129 else *mapping
= GL_UNSIGNED_IDENTITY_NV
; /* Clamp all values to positive ranges */
131 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
132 * should be used for all input components. */
133 if (is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
) *component_usage
= GL_ALPHA
;
134 else *component_usage
= GL_RGB
;
136 *input
= d3dta_to_combiner_input(arg
& WINED3DTA_SELECTMASK
, stage
, texture_idx
);
139 void set_tex_op_nvrc(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
, BOOL is_alpha
,
140 int stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
, DWORD dst
)
142 struct tex_op_args tex_op_args
= {{0}, {0}, {0}};
143 GLenum portion
= is_alpha
? GL_ALPHA
: GL_RGB
;
144 GLenum target
= GL_COMBINER0_NV
+ stage
;
147 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
148 stage
, is_alpha
, debug_d3dtop(op
), arg1
, arg2
, arg3
, texture_idx
);
150 /* If a texture stage references an invalid texture unit the stage just
151 * passes through the result from the previous stage */
152 if (is_invalid_op(state
, stage
, op
, arg1
, arg2
, arg3
))
154 arg1
= WINED3DTA_CURRENT
;
155 op
= WINED3D_TOP_SELECT_ARG1
;
158 get_src_and_opr_nvrc(stage
, arg1
, is_alpha
, &tex_op_args
.input
[0],
159 &tex_op_args
.mapping
[0], &tex_op_args
.component_usage
[0], texture_idx
);
160 get_src_and_opr_nvrc(stage
, arg2
, is_alpha
, &tex_op_args
.input
[1],
161 &tex_op_args
.mapping
[1], &tex_op_args
.component_usage
[1], texture_idx
);
162 get_src_and_opr_nvrc(stage
, arg3
, is_alpha
, &tex_op_args
.input
[2],
163 &tex_op_args
.mapping
[2], &tex_op_args
.component_usage
[2], texture_idx
);
166 if(dst
== WINED3DTA_TEMP
) {
167 output
= GL_SPARE1_NV
;
169 output
= GL_SPARE0_NV
;
174 case WINED3D_TOP_DISABLE
:
177 ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
178 /* Input, prev_alpha*1 */
179 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
180 GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
181 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
182 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
185 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
186 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
189 case WINED3D_TOP_SELECT_ARG1
:
190 case WINED3D_TOP_SELECT_ARG2
:
192 if (op
== WINED3D_TOP_SELECT_ARG1
)
193 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
194 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
196 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
197 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
198 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
199 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
202 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
203 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
206 case WINED3D_TOP_MODULATE
:
207 case WINED3D_TOP_MODULATE_2X
:
208 case WINED3D_TOP_MODULATE_4X
:
209 /* Input, arg1*arg2 */
210 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
211 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
212 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
213 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
216 if (op
== WINED3D_TOP_MODULATE
)
217 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
218 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
219 else if (op
== WINED3D_TOP_MODULATE_2X
)
220 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
221 GL_DISCARD_NV
, GL_SCALE_BY_TWO_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
222 else if (op
== WINED3D_TOP_MODULATE_4X
)
223 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
224 GL_DISCARD_NV
, GL_SCALE_BY_FOUR_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
227 case WINED3D_TOP_ADD
:
228 case WINED3D_TOP_ADD_SIGNED
:
229 case WINED3D_TOP_ADD_SIGNED_2X
:
230 /* Input, arg1*1+arg2*1 */
231 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
232 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
233 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
234 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
235 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
236 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
237 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
238 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
241 if (op
== WINED3D_TOP_ADD
)
242 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
243 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
244 else if (op
== WINED3D_TOP_ADD_SIGNED
)
245 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
246 output
, GL_NONE
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
247 else if (op
== WINED3D_TOP_ADD_SIGNED_2X
)
248 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
249 output
, GL_SCALE_BY_TWO_NV
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
252 case WINED3D_TOP_SUBTRACT
:
253 /* Input, arg1*1+-arg2*1 */
254 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
255 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
256 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
257 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
258 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
259 tex_op_args
.input
[1], GL_SIGNED_NEGATE_NV
, tex_op_args
.component_usage
[1]));
260 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
261 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
264 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
265 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
268 case WINED3D_TOP_ADD_SMOOTH
:
269 /* Input, arg1*1+(1-arg1)*arg2 */
270 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
271 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
272 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
273 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
274 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
275 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
276 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
277 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
280 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
281 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
284 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
285 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
286 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
287 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
288 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
290 GLenum alpha_src
= GL_PRIMARY_COLOR_NV
;
291 if (op
== WINED3D_TOP_BLEND_DIFFUSE_ALPHA
)
292 alpha_src
= d3dta_to_combiner_input(WINED3DTA_DIFFUSE
, stage
, texture_idx
);
293 else if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
)
294 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
295 else if (op
== WINED3D_TOP_BLEND_FACTOR_ALPHA
)
296 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TFACTOR
, stage
, texture_idx
);
297 else if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
298 alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
299 else if (op
== WINED3D_TOP_BLEND_CURRENT_ALPHA
)
300 alpha_src
= d3dta_to_combiner_input(WINED3DTA_CURRENT
, stage
, texture_idx
);
302 FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op
));
304 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
305 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
306 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
307 if (op
== WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
)
309 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
310 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
312 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
313 alpha_src
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
315 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
316 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
317 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
318 alpha_src
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
321 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
322 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
326 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
327 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
329 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
330 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
331 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
332 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
333 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
334 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_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_D_NV
,
337 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
340 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
341 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
344 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
345 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
347 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
348 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
349 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
350 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
351 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
352 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
353 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
354 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
355 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
358 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
359 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
362 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
363 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
365 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
366 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
367 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), GL_ALPHA
));
368 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
369 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
370 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
371 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
372 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
373 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
376 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
377 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
380 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
381 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
383 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
384 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
385 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
386 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
387 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
388 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
389 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
390 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
391 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
394 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
395 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
398 case WINED3D_TOP_DOTPRODUCT3
:
399 /* Input, arg1 . arg2 */
400 /* FIXME: DX7 uses a different calculation? */
401 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
402 tex_op_args
.input
[0], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[0]));
403 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
404 tex_op_args
.input
[1], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[1]));
407 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
408 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_TRUE
, GL_FALSE
, GL_FALSE
));
411 case WINED3D_TOP_MULTIPLY_ADD
:
412 /* Input, arg3*1+arg1*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 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
417 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
418 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
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 WINED3D_TOP_LERP
:
428 /* Input, arg3*arg1+(1-arg3)*arg2 */
429 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
430 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
431 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
432 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
433 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
434 tex_op_args
.input
[2], invert_mapping(tex_op_args
.mapping
[2]), tex_op_args
.component_usage
[2]));
435 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
436 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
439 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
440 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
443 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
444 case WINED3D_TOP_BUMPENVMAP
:
445 if (!gl_info
->supported
[NV_TEXTURE_SHADER
])
447 WARN("BUMPENVMAP requires GL_NV_texture_shader in this codepath\n");
451 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
452 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
453 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
454 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the
456 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
457 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
458 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
459 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
460 /* Always pass through to CURRENT, ignore temp arg */
461 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
462 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
466 FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n",
467 stage
, is_alpha
, debug_d3dtop(op
), op
, arg1
, arg2
, arg3
, texture_idx
);
470 checkGLcall("set_tex_op_nvrc()");
474 static void nvrc_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
476 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
477 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
478 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
479 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
481 TRACE("Setting color op for stage %u.\n", stage
);
483 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
484 if (use_ps(state
)) return;
486 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
488 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
490 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
492 FIXME("Attempt to enable unsupported stage!\n");
495 context_active_texture(context
, gl_info
, mapped_stage
);
498 if (context
->lowest_disabled_stage
> 0)
500 gl_info
->gl_ops
.gl
.p_glEnable(GL_REGISTER_COMBINERS_NV
);
501 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV
, context
->lowest_disabled_stage
));
505 gl_info
->gl_ops
.gl
.p_glDisable(GL_REGISTER_COMBINERS_NV
);
507 if (stage
>= context
->lowest_disabled_stage
)
509 TRACE("Stage disabled\n");
510 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
512 /* Disable everything here */
513 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
514 checkGLcall("glDisable(GL_TEXTURE_2D)");
515 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
516 checkGLcall("glDisable(GL_TEXTURE_3D)");
517 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
519 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
520 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
522 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
524 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
525 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
527 if (gl_info
->supported
[NV_TEXTURE_SHADER2
] && mapped_stage
< gl_info
->limits
.textures
)
529 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
536 /* The sampler will also activate the correct texture dimensions, so no need to do it here
537 * if the sampler for this stage is dirty
539 if (!isStateDirty(context
, STATE_SAMPLER(stage
)))
543 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
545 nvts_activate_dimensions(state
, stage
, context
);
549 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
554 /* Set the texture combiners */
555 set_tex_op_nvrc(gl_info
, state
, FALSE
, stage
,
556 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
557 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
558 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
559 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
],
561 state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
563 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
564 * thus the texture shader may have to be updated
566 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
568 BOOL usesBump
= (state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
569 || state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_BUMPENVMAP
);
570 BOOL usedBump
= !!(context
->texShaderBumpMap
& 1u << (stage
+ 1));
571 if (usesBump
!= usedBump
)
573 context_active_texture(context
, gl_info
, mapped_stage
+ 1);
574 nvts_activate_dimensions(state
, stage
+ 1, context
);
575 context_active_texture(context
, gl_info
, mapped_stage
);
580 static void nvrc_resultarg(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
582 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
584 TRACE("Setting result arg for stage %u.\n", stage
);
586 if (!isStateDirty(context
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
)))
588 context_apply_state(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
590 if (!isStateDirty(context
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
)))
592 context_apply_state(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
596 static void nvts_texdim(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
598 DWORD sampler
= state_id
- STATE_SAMPLER(0);
599 DWORD mapped_stage
= context
->tex_unit_map
[sampler
];
601 /* No need to enable / disable anything here for unused samplers. The tex_colorop
602 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
603 * will take care of this business. */
604 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
|| mapped_stage
>= context
->gl_info
->limits
.textures
)
606 if (sampler
>= context
->lowest_disabled_stage
)
608 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
)))
611 nvts_activate_dimensions(state
, sampler
, context
);
614 static void nvts_bumpenvmat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
616 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
617 DWORD mapped_stage
= context
->tex_unit_map
[stage
+ 1];
618 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
621 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
622 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
623 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
624 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
625 * for stage + 1. Keep the nvrc tex unit mapping in mind too
627 if (mapped_stage
< gl_info
->limits
.textures
)
629 context_active_texture(context
, gl_info
, mapped_stage
);
631 /* We can't just pass a pointer to the state to GL due to the
632 * different matrix format (column major vs row major). */
633 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
634 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
635 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
636 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
637 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_SHADER_NV
, GL_OFFSET_TEXTURE_MATRIX_NV
, (float *)mat
);
638 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
642 static void nvrc_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
644 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
645 struct wined3d_color color
;
647 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
648 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV
, &color
.r
));
651 /* Context activation is done by the caller. */
652 static void nvrc_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
656 gl_info
->gl_ops
.gl
.p_glEnable(GL_REGISTER_COMBINERS_NV
);
657 checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)");
661 gl_info
->gl_ops
.gl
.p_glDisable(GL_REGISTER_COMBINERS_NV
);
662 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
666 /* Context activation is done by the caller. */
667 static void nvts_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
669 nvrc_enable(gl_info
, enable
);
672 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_SHADER_NV
);
673 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
677 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_SHADER_NV
);
678 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
682 static void nvrc_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
684 caps
->wined3d_caps
= 0;
685 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
687 /* The caps below can be supported but aren't handled yet in utils.c
688 * 'd3dta_to_combiner_input', disable them until support is fixed */
690 if (gl_info
->supported
[NV_REGISTER_COMBINERS2
])
691 caps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_PERSTAGECONSTANT
;
694 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
695 | WINED3DTEXOPCAPS_ADDSIGNED
696 | WINED3DTEXOPCAPS_ADDSIGNED2X
697 | WINED3DTEXOPCAPS_MODULATE
698 | WINED3DTEXOPCAPS_MODULATE2X
699 | WINED3DTEXOPCAPS_MODULATE4X
700 | WINED3DTEXOPCAPS_SELECTARG1
701 | WINED3DTEXOPCAPS_SELECTARG2
702 | WINED3DTEXOPCAPS_DISABLE
703 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
704 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
705 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
706 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
707 | WINED3DTEXOPCAPS_LERP
708 | WINED3DTEXOPCAPS_SUBTRACT
709 | WINED3DTEXOPCAPS_ADDSMOOTH
710 | WINED3DTEXOPCAPS_MULTIPLYADD
711 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
712 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
713 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
714 | WINED3DTEXOPCAPS_DOTPRODUCT3
715 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
716 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
;
718 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
720 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
721 * not support 3D textures. This asks for trouble if an app uses both bump mapping
722 * and 3D textures. It also allows us to keep the code simpler by having texture
723 * shaders constantly enabled. */
724 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
725 /* TODO: Luminance bump map? */
730 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
731 WINED3DTEXOPCAPS_PREMODULATE */
734 caps
->MaxTextureBlendStages
= min(MAX_TEXTURES
, gl_info
->limits
.general_combiners
);
735 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
738 static DWORD
nvrc_fragment_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
740 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
743 static void *nvrc_fragment_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
748 /* Context activation is done by the caller. */
749 static void nvrc_fragment_free(struct wined3d_device
*device
) {}
751 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
752 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
753 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
754 * register combiners extension(Pre-GF3).
757 static BOOL
nvts_color_fixup_supported(struct color_fixup_desc fixup
)
761 TRACE("Checking support for fixup:\n");
762 dump_color_fixup_desc(fixup
);
765 /* We only support identity conversions. */
766 if (is_identity_fixup(fixup
))
776 static const struct StateEntryTemplate nvrc_fragmentstate_template
[] =
778 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
779 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
780 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
781 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
782 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
783 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
784 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
785 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
786 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
787 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
788 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
789 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
790 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
791 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
792 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
793 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
794 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
795 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
796 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
797 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
798 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
799 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
800 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
801 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
802 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
803 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
804 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
805 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
806 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
807 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
808 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
809 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
810 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
811 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
812 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
813 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
814 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
815 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
816 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
817 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
818 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
819 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
820 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
821 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
822 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
823 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
824 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
825 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
826 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
827 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
828 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
829 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
830 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
831 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
832 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
833 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
834 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
835 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
836 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
837 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
838 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
839 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
840 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
841 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
842 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
843 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
844 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
845 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
846 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
847 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
848 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
849 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
850 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
851 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
852 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
853 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
854 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
855 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
856 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
857 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
858 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
859 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
860 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
861 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
862 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
863 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
864 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
865 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
866 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
867 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
868 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
869 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
870 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
871 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
872 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
873 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
874 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
875 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
876 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
877 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
878 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, NV_TEXTURE_SHADER2
},
879 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
880 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
881 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), nvrc_resultarg
}, WINED3D_GL_EXT_NONE
},
882 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
883 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
884 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), nvrc_texfactor
}, WINED3D_GL_EXT_NONE
},
885 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
886 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
887 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
888 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
889 { STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
890 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
891 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
892 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
893 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
894 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
895 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
896 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
897 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
898 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim
}, NV_TEXTURE_SHADER2
},
899 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
900 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim
}, NV_TEXTURE_SHADER2
},
901 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
902 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim
}, NV_TEXTURE_SHADER2
},
903 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
904 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim
}, NV_TEXTURE_SHADER2
},
905 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
906 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim
}, NV_TEXTURE_SHADER2
},
907 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
908 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim
}, NV_TEXTURE_SHADER2
},
909 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
910 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim
}, NV_TEXTURE_SHADER2
},
911 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
912 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim
}, NV_TEXTURE_SHADER2
},
913 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
914 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
917 static BOOL
nvrc_context_alloc(struct wined3d_context
*context
)
922 static void nvrc_context_free(struct wined3d_context
*context
)
927 const struct fragment_pipeline nvts_fragment_pipeline
= {
929 nvrc_fragment_get_caps
,
930 nvrc_fragment_get_emul_mask
,
935 nvts_color_fixup_supported
,
936 nvrc_fragmentstate_template
,
939 const struct fragment_pipeline nvrc_fragment_pipeline
= {
941 nvrc_fragment_get_caps
,
942 nvrc_fragment_get_emul_mask
,
947 nvts_color_fixup_supported
,
948 nvrc_fragmentstate_template
,