[WINED3D]
[reactos.git] / reactos / dll / directx / wine / wined3d / nvidia_texture_shader.c
index 24cba32..dc3f8b9 100644 (file)
@@ -30,20 +30,24 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
 
 /* GL locking for state handlers is done by the caller. */
 
-static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context)
 {
     BOOL bumpmap = FALSE;
 
-    if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
-                     stateblock->textureState[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);
     } else {
         context->texShaderBumpMap &= ~(1 << stage);
     }
 
-    if(stateblock->textures[stage]) {
-        switch(IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
+    if (state->textures[stage])
+    {
+        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);
                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
@@ -67,11 +71,12 @@ static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateb
     }
 }
 
-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) {
@@ -96,7 +101,7 @@ static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx)
             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;
 
@@ -128,10 +133,10 @@ static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum*
     *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
 }
 
-void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) {
-    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl*)iface;
-    const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
-    tex_op_args tex_op_args = {{0}, {0}, {0}};
+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;
@@ -141,9 +146,10 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
 
     /* If a texture stage references an invalid texture unit the stage just
     * passes through the result from the previous stage */
-    if (is_invalid_op(This, stage, op, arg1, arg2, arg3)) {
+    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],
@@ -161,11 +167,12 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
     }
 
     /* 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));
@@ -177,16 +184,15 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                        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));
 
@@ -195,9 +201,9 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                        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]));
@@ -205,21 +211,20 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                        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]));
@@ -231,19 +236,18 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                        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]));
@@ -259,7 +263,7 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                        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]));
@@ -275,24 +279,30 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                        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));
@@ -311,9 +321,10 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
             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,
@@ -328,9 +339,10 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                        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,
@@ -345,9 +357,10 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                        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,
@@ -362,9 +375,10 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                        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,
@@ -379,7 +393,7 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                        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,
@@ -392,7 +406,7 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                        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]));
@@ -408,7 +422,7 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                        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]));
@@ -424,8 +438,8 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                        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
@@ -444,7 +458,7 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
             }
 
         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);
     }
 
@@ -452,17 +466,18 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
 }
 
 
-static void nvrc_colorop(DWORD state, 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 - 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];
+    DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+    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;
 
-    TRACE("Setting color op for stage %d\n", stage);
+    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(stateblock)) return;
+    if (use_ps(state)) return;
 
     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
 
@@ -473,17 +488,20 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
             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(stateblock->lowest_disabled_stage > 0) {
+    if (state->lowest_disabled_stage > 0)
+    {
         glEnable(GL_REGISTER_COMBINERS_NV);
-        GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
-    } else {
+        GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, state->lowest_disabled_stage));
+    }
+    else
+    {
         glDisable(GL_REGISTER_COMBINERS_NV);
     }
-    if(stage >= stateblock->lowest_disabled_stage) {
+    if (stage >= state->lowest_disabled_stage)
+    {
         TRACE("Stage disabled\n");
         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
         {
@@ -520,62 +538,63 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
         {
             if (gl_info->supported[NV_TEXTURE_SHADER2])
             {
-                nvts_activate_dimensions(stage, stateblock, context);
+                nvts_activate_dimensions(state, stage, context);
             }
             else
             {
-                texture_activate_dimensions(stage, stateblock, context);
+                texture_activate_dimensions(state->textures[stage], gl_info);
             }
         }
     }
 
     /* Set the texture combiners */
-    set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, FALSE, stage,
-                        stateblock->textureState[stage][WINED3DTSS_COLOROP],
-                        stateblock->textureState[stage][WINED3DTSS_COLORARG1],
-                        stateblock->textureState[stage][WINED3DTSS_COLORARG2],
-                        stateblock->textureState[stage][WINED3DTSS_COLORARG0],
-                        mapped_stage,
-                        stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
+    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 = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
-                            stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
-        BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
-        if(usesBump != usedBump) {
-            GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
-            checkGLcall("glActiveTextureARB");
-            nvts_activate_dimensions(stage + 1, stateblock, context);
-            GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
-            checkGLcall("glActiveTextureARB");
+        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)
+        {
+            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 nvts_texdim(DWORD state, 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 - STATE_SAMPLER(0);
-    DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
+    DWORD sampler = state_id - STATE_SAMPLER(0);
+    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 >= stateblock->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(sampler, stateblock, context);
+    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];
 
@@ -587,35 +606,34 @@ static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, str
      */
     if (mapped_stage < gl_info->limits.textures)
     {
-        GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
-        checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
-
-        /* We can't just pass a pointer to the stateblock to GL due to the different matrix
-         * format(column major vs row major)
-         */
-        mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
-        mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
-        mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
-        mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
-        glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
+        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]);
+        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->renderState[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)");
@@ -623,68 +641,66 @@ static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
         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
@@ -711,121 +727,122 @@ static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
     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              },