Git conversion: Make reactos the root directory, move rosapps, rostests, wallpapers...
[reactos.git] / reactos / dll / directx / wine / wined3d / nvidia_texture_shader.c
diff --git a/reactos/dll/directx/wine/wined3d/nvidia_texture_shader.c b/reactos/dll/directx/wine/wined3d/nvidia_texture_shader.c
deleted file mode 100644 (file)
index 1033ec8..0000000
+++ /dev/null
@@ -1,936 +0,0 @@
-/*
- * Fixed function pipeline replacement using GL_NV_register_combiners
- * and GL_NV_texture_shader
- *
- * Copyright 2006 Henri Verbeet
- * Copyright 2008 Stefan Dösinger(for CodeWeavers)
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation; either
- * version 2.1 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
- */
-
-#include "wined3d_private.h"
-
-WINE_DEFAULT_DEBUG_CHANNEL(d3d);
-
-/* Context activation for state handlers is done by the caller. */
-
-static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context)
-{
-    const struct wined3d_gl_info *gl_info = context->gl_info;
-    BOOL bumpmap = FALSE;
-
-    if (stage > 0
-            && (state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
-            || state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP))
-    {
-        bumpmap = TRUE;
-        context->texShaderBumpMap |= (1u << stage);
-    }
-    else
-    {
-        context->texShaderBumpMap &= ~(1u << stage);
-    }
-
-    if (state->textures[stage])
-    {
-        switch (state->textures[stage]->target)
-        {
-            case GL_TEXTURE_2D:
-                gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV,
-                        bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
-                checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
-                break;
-            case GL_TEXTURE_RECTANGLE_ARB:
-                gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV,
-                        bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
-                checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
-                break;
-            case GL_TEXTURE_3D:
-                gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
-                checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
-                break;
-            case GL_TEXTURE_CUBE_MAP_ARB:
-                gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
-                checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
-                break;
-        }
-    }
-    else
-    {
-        gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
-        checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
-    }
-}
-
-struct tex_op_args
-{
-    GLenum input[3];
-    GLenum mapping[3];
-    GLenum component_usage[3];
-};
-
-static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
-    switch (d3dta) {
-        case WINED3DTA_DIFFUSE:
-            return GL_PRIMARY_COLOR_NV;
-
-        case WINED3DTA_CURRENT:
-            if (stage) return GL_SPARE0_NV;
-            else return GL_PRIMARY_COLOR_NV;
-
-        case WINED3DTA_TEXTURE:
-            if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
-            else return GL_PRIMARY_COLOR_NV;
-
-        case WINED3DTA_TFACTOR:
-            return GL_CONSTANT_COLOR0_NV;
-
-        case WINED3DTA_SPECULAR:
-            return GL_SECONDARY_COLOR_NV;
-
-        case WINED3DTA_TEMP:
-            return GL_SPARE1_NV;
-
-        case WINED3DTA_CONSTANT:
-            /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
-            FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
-            return GL_CONSTANT_COLOR1_NV;
-
-        default:
-            FIXME("Unrecognized texture arg %#x\n", d3dta);
-            return GL_TEXTURE;
-    }
-}
-
-static GLenum invert_mapping(GLenum mapping) {
-    if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
-    else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
-
-    FIXME("Unhandled mapping %#x\n", mapping);
-    return mapping;
-}
-
-static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
-    /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
-    * be used. */
-    if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
-    else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
-
-    /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
-    * should be used for all input components. */
-    if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
-    else *component_usage = GL_RGB;
-
-    *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
-}
-
-void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha,
-        int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
-{
-    struct tex_op_args tex_op_args = {{0}, {0}, {0}};
-    GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
-    GLenum target = GL_COMBINER0_NV + stage;
-    GLenum output;
-
-    TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
-          stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
-
-    /* If a texture stage references an invalid texture unit the stage just
-    * passes through the result from the previous stage */
-    if (is_invalid_op(state, stage, op, arg1, arg2, arg3))
-    {
-        arg1 = WINED3DTA_CURRENT;
-        op = WINED3D_TOP_SELECT_ARG1;
-    }
-
-    get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
-                         &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
-    get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
-                         &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
-    get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
-                         &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
-
-
-    if(dst == WINED3DTA_TEMP) {
-        output = GL_SPARE1_NV;
-    } else {
-        output = GL_SPARE0_NV;
-    }
-
-    switch (op)
-    {
-        case WINED3D_TOP_DISABLE:
-            /* Only for alpha */
-            if (!is_alpha)
-                ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
-            /* Input, prev_alpha*1 */
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                       GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                       GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
-
-            /* Output */
-            GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
-                       GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-
-        case WINED3D_TOP_SELECT_ARG1:
-        case WINED3D_TOP_SELECT_ARG2:
-            /* Input, arg*1 */
-            if (op == WINED3D_TOP_SELECT_ARG1)
-                GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                           tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
-            else
-                GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                           tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                       GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
-
-            /* Output */
-            GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
-                       GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-
-        case WINED3D_TOP_MODULATE:
-        case WINED3D_TOP_MODULATE_2X:
-        case WINED3D_TOP_MODULATE_4X:
-            /* Input, arg1*arg2 */
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                       tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                       tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
-
-            /* Output */
-            if (op == WINED3D_TOP_MODULATE)
-                GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
-                           GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            else if (op == WINED3D_TOP_MODULATE_2X)
-                GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
-                           GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            else if (op == WINED3D_TOP_MODULATE_4X)
-                GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
-                           GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-
-        case WINED3D_TOP_ADD:
-        case WINED3D_TOP_ADD_SIGNED:
-        case WINED3D_TOP_ADD_SIGNED_2X:
-            /* Input, arg1*1+arg2*1 */
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                       tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                       GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
-                       tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
-                       GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
-
-            /* Output */
-            if (op == WINED3D_TOP_ADD)
-                GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
-                           output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            else if (op == WINED3D_TOP_ADD_SIGNED)
-                GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
-                           output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
-            else if (op == WINED3D_TOP_ADD_SIGNED_2X)
-                GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
-                           output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-
-        case WINED3D_TOP_SUBTRACT:
-            /* Input, arg1*1+-arg2*1 */
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                       tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                       GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
-                       tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
-                       GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
-
-            /* Output */
-            GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
-                       output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-
-        case WINED3D_TOP_ADD_SMOOTH:
-            /* Input, arg1*1+(1-arg1)*arg2 */
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                       tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                       GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
-                       tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
-                       tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
-
-            /* Output */
-            GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
-                       output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-
-        case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
-        case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
-        case WINED3D_TOP_BLEND_FACTOR_ALPHA:
-        case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
-        case WINED3D_TOP_BLEND_CURRENT_ALPHA:
-        {
-            GLenum alpha_src = GL_PRIMARY_COLOR_NV;
-            if (op == WINED3D_TOP_BLEND_DIFFUSE_ALPHA)
-                alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
-            else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
-                alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
-            else if (op == WINED3D_TOP_BLEND_FACTOR_ALPHA)
-                alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
-            else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
-                alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
-            else if (op == WINED3D_TOP_BLEND_CURRENT_ALPHA)
-                alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
-            else
-                FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op));
-
-            /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                       tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
-            if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
-            {
-                GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                           GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
-            } else {
-                GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                           alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
-            }
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
-                       tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
-                       alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
-
-            /* Output */
-            GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
-                       output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-        }
-
-        case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
-            /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
-            if (is_alpha)
-                ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                       tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                       tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
-                       tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
-                       GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
-
-            /* Output */
-            GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
-                       output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-
-        case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
-            /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
-            if (is_alpha)
-                ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                       tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                       tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
-                       tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
-                       GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
-
-            /* Output */
-            GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
-                       output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-
-        case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
-            /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
-            if (is_alpha)
-                ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                       tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                       tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
-                       tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
-                       GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
-
-            /* Output */
-            GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
-                       output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-
-        case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
-            /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
-            if (is_alpha)
-                ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                       tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                       tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
-                       tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
-                       GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
-
-            /* Output */
-            GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
-                       output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-
-        case WINED3D_TOP_DOTPRODUCT3:
-            /* Input, arg1 . arg2 */
-            /* FIXME: DX7 uses a different calculation? */
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                       tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                       tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
-
-            /* Output */
-            GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
-                       GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
-            break;
-
-        case WINED3D_TOP_MULTIPLY_ADD:
-            /* Input, arg3*1+arg1*arg2 */
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                       tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                       GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
-                       tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
-                       tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
-
-            /* Output */
-            GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
-                       output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-
-        case WINED3D_TOP_LERP:
-            /* Input, arg3*arg1+(1-arg3)*arg2 */
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                       tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                       tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
-                       tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
-                       tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
-
-            /* Output */
-            GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
-                       output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-
-        case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
-        case WINED3D_TOP_BUMPENVMAP:
-            if (!gl_info->supported[NV_TEXTURE_SHADER])
-            {
-                WARN("BUMPENVMAP requires GL_NV_texture_shader in this codepath\n");
-                break;
-            }
-
-            /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
-             * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
-             * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
-             * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the
-             * next stage */
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
-                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
-            GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
-                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
-            /* Always pass through to CURRENT, ignore temp arg */
-            GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
-                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
-            break;
-
-        default:
-            FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n",
-                  stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
-    }
-
-    checkGLcall("set_tex_op_nvrc()");
-}
-
-
-static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
-    DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
-    BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
-    DWORD mapped_stage = context->tex_unit_map[stage];
-    const struct wined3d_gl_info *gl_info = context->gl_info;
-
-    TRACE("Setting color op for stage %u.\n", stage);
-
-    /* Using a pixel shader? Don't care for anything here, the shader applying does it */
-    if (use_ps(state)) return;
-
-    if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
-
-    if (mapped_stage != WINED3D_UNMAPPED_STAGE)
-    {
-        if (tex_used && mapped_stage >= gl_info->limits.textures)
-        {
-            FIXME("Attempt to enable unsupported stage!\n");
-            return;
-        }
-        context_active_texture(context, gl_info, mapped_stage);
-    }
-
-    if (context->lowest_disabled_stage > 0)
-    {
-        gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV);
-        GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, context->lowest_disabled_stage));
-    }
-    else
-    {
-        gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV);
-    }
-    if (stage >= context->lowest_disabled_stage)
-    {
-        TRACE("Stage disabled\n");
-        if (mapped_stage != WINED3D_UNMAPPED_STAGE)
-        {
-            /* Disable everything here */
-            gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
-            checkGLcall("glDisable(GL_TEXTURE_2D)");
-            gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
-            checkGLcall("glDisable(GL_TEXTURE_3D)");
-            if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
-            {
-                gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
-                checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
-            }
-            if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
-            {
-                gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
-                checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
-            }
-            if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
-            {
-                gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
-            }
-        }
-        /* All done */
-        return;
-    }
-
-    /* The sampler will also activate the correct texture dimensions, so no need to do it here
-     * if the sampler for this stage is dirty
-     */
-    if (!isStateDirty(context, STATE_SAMPLER(stage)))
-    {
-        if (tex_used)
-        {
-            if (gl_info->supported[NV_TEXTURE_SHADER2])
-            {
-                nvts_activate_dimensions(state, stage, context);
-            }
-            else
-            {
-                texture_activate_dimensions(state->textures[stage], gl_info);
-            }
-        }
-    }
-
-    /* Set the texture combiners */
-    set_tex_op_nvrc(gl_info, state, FALSE, stage,
-            state->texture_states[stage][WINED3D_TSS_COLOR_OP],
-            state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
-            state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
-            state->texture_states[stage][WINED3D_TSS_COLOR_ARG0],
-            mapped_stage,
-            state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
-
-    /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
-     * thus the texture shader may have to be updated
-     */
-    if (gl_info->supported[NV_TEXTURE_SHADER2])
-    {
-        BOOL usesBump = (state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
-                || state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP);
-        BOOL usedBump = !!(context->texShaderBumpMap & 1u << (stage + 1));
-        if (usesBump != usedBump)
-        {
-            context_active_texture(context, gl_info, mapped_stage + 1);
-            nvts_activate_dimensions(state, stage + 1, context);
-            context_active_texture(context, gl_info, mapped_stage);
-        }
-    }
-}
-
-static void nvrc_resultarg(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
-    DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
-
-    TRACE("Setting result arg for stage %u.\n", stage);
-
-    if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP)))
-    {
-        context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
-    }
-    if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP)))
-    {
-        context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
-    }
-}
-
-static void nvts_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
-    DWORD sampler = state_id - STATE_SAMPLER(0);
-    DWORD mapped_stage = context->tex_unit_map[sampler];
-
-    /* No need to enable / disable anything here for unused samplers. The tex_colorop
-    * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
-    * will take care of this business. */
-    if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
-        return;
-    if (sampler >= context->lowest_disabled_stage)
-        return;
-    if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
-        return;
-
-    nvts_activate_dimensions(state, sampler, context);
-}
-
-static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
-    DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
-    DWORD mapped_stage = context->tex_unit_map[stage + 1];
-    const struct wined3d_gl_info *gl_info = context->gl_info;
-    float mat[2][2];
-
-    /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
-     * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
-     * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
-     * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
-     * for stage + 1. Keep the nvrc tex unit mapping in mind too
-     */
-    if (mapped_stage < gl_info->limits.textures)
-    {
-        context_active_texture(context, gl_info, mapped_stage);
-
-        /* We can't just pass a pointer to the state to GL due to the
-         * different matrix format (column major vs row major). */
-        mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
-        mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
-        mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
-        mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
-        gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat);
-        checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
-    }
-}
-
-static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
-    const struct wined3d_gl_info *gl_info = context->gl_info;
-    struct wined3d_color color;
-
-    wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
-    GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &color.r));
-}
-
-/* Context activation is done by the caller. */
-static void nvrc_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
-{
-    if (enable)
-    {
-        gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV);
-        checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)");
-    }
-    else
-    {
-        gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV);
-        checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
-    }
-}
-
-/* Context activation is done by the caller. */
-static void nvts_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
-{
-    nvrc_enable(gl_info, enable);
-    if (enable)
-    {
-        gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_SHADER_NV);
-        checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
-    }
-    else
-    {
-        gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_SHADER_NV);
-        checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
-    }
-}
-
-static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
-{
-    caps->wined3d_caps = 0;
-    caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
-
-    /* The caps below can be supported but aren't handled yet in utils.c
-     * 'd3dta_to_combiner_input', disable them until support is fixed */
-#if 0
-    if (gl_info->supported[NV_REGISTER_COMBINERS2])
-        caps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
-#endif
-
-    caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
-            | WINED3DTEXOPCAPS_ADDSIGNED
-            | WINED3DTEXOPCAPS_ADDSIGNED2X
-            | WINED3DTEXOPCAPS_MODULATE
-            | WINED3DTEXOPCAPS_MODULATE2X
-            | WINED3DTEXOPCAPS_MODULATE4X
-            | WINED3DTEXOPCAPS_SELECTARG1
-            | WINED3DTEXOPCAPS_SELECTARG2
-            | WINED3DTEXOPCAPS_DISABLE
-            | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
-            | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
-            | WINED3DTEXOPCAPS_BLENDFACTORALPHA
-            | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
-            | WINED3DTEXOPCAPS_LERP
-            | WINED3DTEXOPCAPS_SUBTRACT
-            | WINED3DTEXOPCAPS_ADDSMOOTH
-            | WINED3DTEXOPCAPS_MULTIPLYADD
-            | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
-            | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
-            | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
-            | WINED3DTEXOPCAPS_DOTPRODUCT3
-            | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
-            | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
-
-    if (gl_info->supported[NV_TEXTURE_SHADER2])
-    {
-        /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
-         * not support 3D textures. This asks for trouble if an app uses both bump mapping
-         * and 3D textures. It also allows us to keep the code simpler by having texture
-         * shaders constantly enabled. */
-        caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
-        /* TODO: Luminance bump map? */
-    }
-
-#if 0
-    /* FIXME: Add
-            caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
-            WINED3DTEXOPCAPS_PREMODULATE */
-#endif
-
-    caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
-    caps->MaxSimultaneousTextures = gl_info->limits.textures;
-}
-
-static DWORD nvrc_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
-{
-    return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
-}
-
-static void *nvrc_fragment_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
-{
-    return shader_priv;
-}
-
-/* Context activation is done by the caller. */
-static void nvrc_fragment_free(struct wined3d_device *device) {}
-
-/* Two fixed function pipeline implementations using GL_NV_register_combiners and
- * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
- * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
- * register combiners extension(Pre-GF3).
- */
-
-static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
-{
-    /* We only support identity conversions. */
-    return is_identity_fixup(fixup);
-}
-
-static const struct StateEntryTemplate nvrc_fragmentstate_template[] =
-{
-    { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
-    { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
-    { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),           { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             nvrc_texfactor      }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_ALPHAFUNC),                 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_ALPHAREF),                  { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           state_alpha_test    }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_COLORKEYENABLE),            { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_COLOR_KEY,                                    { STATE_COLOR_KEY,                                    state_nop           }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  state_fogcolor      }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_FOGDENSITY),                { STATE_RENDER(WINED3D_RS_FOGDENSITY),                state_fogdensity    }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_FOGENABLE),                 { STATE_RENDER(WINED3D_RS_FOGENABLE),                 state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_FOGTABLEMODE),              { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),             { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_FOGSTART),                  { STATE_RENDER(WINED3D_RS_FOGSTART),                  state_fogstartend   }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_FOGEND),                    { STATE_RENDER(WINED3D_RS_FOGSTART),                  NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_SHADEMODE),                 { STATE_RENDER(WINED3D_RS_SHADEMODE),                 state_shademode     }, WINED3D_GL_EXT_NONE             },
-    { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
-    { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
-    { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
-    { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
-    { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
-    { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
-    { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
-    { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
-    { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
-    { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
-    { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
-    { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
-    { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
-    { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
-    { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
-    { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
-    {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
-};
-
-static BOOL nvrc_context_alloc(struct wined3d_context *context)
-{
-    return TRUE;
-}
-
-static void nvrc_context_free(struct wined3d_context *context)
-{
-}
-
-
-const struct fragment_pipeline nvts_fragment_pipeline = {
-    nvts_enable,
-    nvrc_fragment_get_caps,
-    nvrc_fragment_get_emul_mask,
-    nvrc_fragment_alloc,
-    nvrc_fragment_free,
-    nvrc_context_alloc,
-    nvrc_context_free,
-    nvts_color_fixup_supported,
-    nvrc_fragmentstate_template,
-};
-
-const struct fragment_pipeline nvrc_fragment_pipeline = {
-    nvrc_enable,
-    nvrc_fragment_get_caps,
-    nvrc_fragment_get_emul_mask,
-    nvrc_fragment_alloc,
-    nvrc_fragment_free,
-    nvrc_context_alloc,
-    nvrc_context_free,
-    nvts_color_fixup_supported,
-    nvrc_fragmentstate_template,
-};