{
BOOL bumpmap = FALSE;
- if (stage > 0 && (state->texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
- || state->texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP))
+ 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 |= (1 << stage);
if (state->textures[stage])
{
- switch (state->textures[stage]->baseTexture.target)
+ switch (state->textures[stage]->target)
{
case GL_TEXTURE_2D:
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
}
}
-typedef struct {
+struct tex_op_args
+{
GLenum input[3];
GLenum mapping[3];
GLenum component_usage[3];
-} tex_op_args;
+};
static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
switch (d3dta) {
return GL_SPARE1_NV;
case WINED3DTA_CONSTANT:
- /* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
+ /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
return GL_CONSTANT_COLOR1_NV;
}
void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha,
- int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
+ int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
{
- tex_op_args tex_op_args = {{0}, {0}, {0}};
+ 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;
if (is_invalid_op(state, stage, op, arg1, arg2, arg3))
{
arg1 = WINED3DTA_CURRENT;
- op = WINED3DTOP_SELECTARG1;
+ op = WINED3D_TOP_SELECT_ARG1;
}
get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
}
/* This is called by a state handler which has the gl lock held and a context for the thread */
- switch(op)
+ switch (op)
{
- case WINED3DTOP_DISABLE:
+ case WINED3D_TOP_DISABLE:
/* Only for alpha */
- if (!is_alpha) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
+ 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_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
- case WINED3DTOP_SELECTARG1:
- case WINED3DTOP_SELECTARG2:
+ case WINED3D_TOP_SELECT_ARG1:
+ case WINED3D_TOP_SELECT_ARG2:
/* Input, arg*1 */
- if (op == WINED3DTOP_SELECTARG1) {
+ 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 {
+ 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));
GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
- case WINED3DTOP_MODULATE:
- case WINED3DTOP_MODULATE2X:
- case WINED3DTOP_MODULATE4X:
+ 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]));
tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
/* Output */
- if (op == WINED3DTOP_MODULATE) {
+ 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 == WINED3DTOP_MODULATE2X) {
+ 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 == WINED3DTOP_MODULATE4X) {
+ 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 WINED3DTOP_ADD:
- case WINED3DTOP_ADDSIGNED:
- case WINED3DTOP_ADDSIGNED2X:
+ 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_ZERO, GL_UNSIGNED_INVERT_NV, portion));
/* Output */
- if (op == WINED3DTOP_ADD) {
+ 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 == WINED3DTOP_ADDSIGNED) {
+ 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 == WINED3DTOP_ADDSIGNED2X) {
+ 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 WINED3DTOP_SUBTRACT:
+ 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]));
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
- case WINED3DTOP_ADDSMOOTH:
+ 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]));
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
- case WINED3DTOP_BLENDDIFFUSEALPHA:
- case WINED3DTOP_BLENDTEXTUREALPHA:
- case WINED3DTOP_BLENDFACTORALPHA:
- case WINED3DTOP_BLENDTEXTUREALPHAPM:
- case WINED3DTOP_BLENDCURRENTALPHA:
+ 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 == WINED3DTOP_BLENDDIFFUSEALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
- else if (op == WINED3DTOP_BLENDTEXTUREALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
- else if (op == WINED3DTOP_BLENDFACTORALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
- else if (op == WINED3DTOP_BLENDTEXTUREALPHAPM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
- else if (op == WINED3DTOP_BLENDCURRENTALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
- else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op));
+ 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 == WINED3DTOP_BLENDTEXTUREALPHAPM)
+ if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
{
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
break;
}
- case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
+ case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
/* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
- if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
+ 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,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
- case WINED3DTOP_MODULATECOLOR_ADDALPHA:
+ case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
/* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
- if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
+ 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,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
- case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
+ case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
/* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
- if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR)\n");
+ 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,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
- case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
+ case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
/* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
- if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA)\n");
+ 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,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
- case WINED3DTOP_DOTPRODUCT3:
+ case WINED3D_TOP_DOTPRODUCT3:
/* Input, arg1 . arg2 */
/* FIXME: DX7 uses a different calculation? */
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
break;
- case WINED3DTOP_MULTIPLYADD:
+ 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]));
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
- case WINED3DTOP_LERP:
+ 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]));
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
- case WINED3DTOP_BUMPENVMAPLUMINANCE:
- case WINED3DTOP_BUMPENVMAP:
+ case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
+ case WINED3D_TOP_BUMPENVMAP:
if (gl_info->supported[NV_TEXTURE_SHADER])
{
/* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
}
default:
- FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
+ 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);
}
}
-static void nvrc_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+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 = stateblock->device->fixed_function_usage_map & (1 << stage);
- DWORD mapped_stage = stateblock->device->texUnitMap[stage];
+ const struct wined3d_device *device = context->swapchain->device;
+ BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
+ DWORD mapped_stage = device->texUnitMap[stage];
const struct wined3d_gl_info *gl_info = context->gl_info;
- const struct wined3d_state *state = &stateblock->state;
TRACE("Setting color op for stage %u.\n", stage);
FIXME("Attempt to enable unsupported stage!\n");
return;
}
- GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
- checkGLcall("glActiveTextureARB");
+ context_active_texture(context, gl_info, mapped_stage);
}
if (state->lowest_disabled_stage > 0)
/* Set the texture combiners */
set_tex_op_nvrc(gl_info, state, FALSE, stage,
- state->texture_states[stage][WINED3DTSS_COLOROP],
- state->texture_states[stage][WINED3DTSS_COLORARG1],
- state->texture_states[stage][WINED3DTSS_COLORARG2],
- state->texture_states[stage][WINED3DTSS_COLORARG0],
+ 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][WINED3DTSS_RESULTARG]);
+ 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][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
- || state->texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP);
+ 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 & 1 << (stage + 1));
if (usesBump != usedBump)
{
- GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
- checkGLcall("glActiveTextureARB");
+ context_active_texture(context, gl_info, mapped_stage + 1);
nvts_activate_dimensions(state, stage + 1, context);
- GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
- checkGLcall("glActiveTextureARB");
+ context_active_texture(context, gl_info, mapped_stage);
}
}
}
-static void nvts_texdim(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+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 = stateblock->device->texUnitMap[sampler];
- const struct wined3d_state *state = &stateblock->state;
+ DWORD mapped_stage = context->swapchain->device->texUnitMap[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 >= state->lowest_disabled_stage) return;
- if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
+ * will take care of this business. */
+ if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
+ return;
+ if (sampler >= state->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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
- DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
- DWORD mapped_stage = stateblock->device->texUnitMap[stage + 1];
+ DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+ DWORD mapped_stage = context->swapchain->device->texUnitMap[stage + 1];
const struct wined3d_gl_info *gl_info = context->gl_info;
float mat[2][2];
*/
if (mapped_stage < gl_info->limits.textures)
{
- GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
- checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
+ context_active_texture(context, gl_info, mapped_stage);
- /* We can't just pass a pointer to the stateblock to GL due to the
+ /* 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 *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
- mat[1][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
- mat[0][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
- mat[1][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
+ 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]);
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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+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;
float col[4];
- D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
+
+ D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
}
/* Context activation is done by the caller. */
-static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { }
+static void nvrc_enable(BOOL enable) {}
-/* Context activation is done by the caller. */
-static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
- ENTER_GL();
+/* Context activation and GL locking are done by the caller. */
+static void nvts_enable(BOOL enable)
+{
if(enable) {
glEnable(GL_TEXTURE_SHADER_NV);
checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
glDisable(GL_TEXTURE_SHADER_NV);
checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
}
- LEAVE_GL();
}
-static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
+static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
{
- pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
+ 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])
- pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
+ caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
#endif
- pCaps->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;
+ 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.
- */
- pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
+ * shaders constantly enabled. */
+ caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
/* TODO: Luminance bump map? */
}
#if 0
/* FIXME: Add
- pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
+ caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
WINED3DTEXOPCAPS_PREMODULATE */
#endif
- pCaps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
- pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
+ caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
+ caps->MaxSimultaneousTextures = gl_info->limits.textures;
}
-static HRESULT nvrc_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
+static HRESULT nvrc_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
/* Context activation is done by the caller. */
-static void nvrc_fragment_free(IWineD3DDevice *iface) {}
+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
return FALSE;
}
-static const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
- { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, NV_TEXTURE_SHADER2 },
- { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
+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_COLOR_OP), NULL }, 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_COLOR_OP), NULL }, 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_COLOR_OP), NULL }, 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_COLOR_OP), NULL }, 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_COLOR_OP), NULL }, 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_COLOR_OP), NULL }, 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_COLOR_OP), NULL }, 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_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, 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_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_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 },