+++ /dev/null
-/*
- * 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,
-};