1 /*
2  * Fixed function pipeline replacement using GL_NV_register_combiners
3  * and GL_NV_texture_shader
4  *
5  * Copyright 2006 Henri Verbeet
6  * Copyright 2008 Stefan Dösinger(for CodeWeavers)
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22 #include "config.h"
23 #include "wine/port.h"
24 
25 #include <stdio.h>
26 
27 #include "wined3d_private.h"
28 
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 
31 /* Context activation for state handlers is done by the caller. */
32 
nvts_activate_dimensions(const struct wined3d_state * state,DWORD stage,struct wined3d_context * context)33 static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context)
34 {
35     const struct wined3d_gl_info *gl_info = context->gl_info;
36     BOOL bumpmap = FALSE;
37 
38     if (stage > 0
39             && (state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
40             || state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP))
41     {
42         bumpmap = TRUE;
43         context->texShaderBumpMap |= (1u << stage);
44     }
45     else
46     {
47         context->texShaderBumpMap &= ~(1u << stage);
48     }
49 
50     if (state->textures[stage])
51     {
52         switch (state->textures[stage]->target)
53         {
54             case GL_TEXTURE_2D:
55                 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV,
56                         bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
57                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
58                 break;
59             case GL_TEXTURE_RECTANGLE_ARB:
60                 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV,
61                         bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
62                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
63                 break;
64             case GL_TEXTURE_3D:
65                 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
66                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
67                 break;
68             case GL_TEXTURE_CUBE_MAP_ARB:
69                 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
70                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
71                 break;
72         }
73     }
74     else
75     {
76         gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
77         checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
78     }
79 }
80 
81 struct tex_op_args
82 {
83     GLenum input[3];
84     GLenum mapping[3];
85     GLenum component_usage[3];
86 };
87 
d3dta_to_combiner_input(DWORD d3dta,DWORD stage,INT texture_idx)88 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
89     switch (d3dta) {
90         case WINED3DTA_DIFFUSE:
91             return GL_PRIMARY_COLOR_NV;
92 
93         case WINED3DTA_CURRENT:
94             if (stage) return GL_SPARE0_NV;
95             else return GL_PRIMARY_COLOR_NV;
96 
97         case WINED3DTA_TEXTURE:
98             if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
99             else return GL_PRIMARY_COLOR_NV;
100 
101         case WINED3DTA_TFACTOR:
102             return GL_CONSTANT_COLOR0_NV;
103 
104         case WINED3DTA_SPECULAR:
105             return GL_SECONDARY_COLOR_NV;
106 
107         case WINED3DTA_TEMP:
108             return GL_SPARE1_NV;
109 
110         case WINED3DTA_CONSTANT:
111             /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
112             FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
113             return GL_CONSTANT_COLOR1_NV;
114 
115         default:
116             FIXME("Unrecognized texture arg %#x\n", d3dta);
117             return GL_TEXTURE;
118     }
119 }
120 
invert_mapping(GLenum mapping)121 static GLenum invert_mapping(GLenum mapping) {
122     if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
123     else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
124 
125     FIXME("Unhandled mapping %#x\n", mapping);
126     return mapping;
127 }
128 
get_src_and_opr_nvrc(DWORD stage,DWORD arg,BOOL is_alpha,GLenum * input,GLenum * mapping,GLenum * component_usage,INT texture_idx)129 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
130     /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
131     * be used. */
132     if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
133     else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
134 
135     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
136     * should be used for all input components. */
137     if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
138     else *component_usage = GL_RGB;
139 
140     *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
141 }
142 
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)143 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha,
144         int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
145 {
146     struct tex_op_args tex_op_args = {{0}, {0}, {0}};
147     GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
148     GLenum target = GL_COMBINER0_NV + stage;
149     GLenum output;
150 
151     TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
152           stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
153 
154     /* If a texture stage references an invalid texture unit the stage just
155     * passes through the result from the previous stage */
156     if (is_invalid_op(state, stage, op, arg1, arg2, arg3))
157     {
158         arg1 = WINED3DTA_CURRENT;
159         op = WINED3D_TOP_SELECT_ARG1;
160     }
161 
162     get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
163                          &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
164     get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
165                          &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
166     get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
167                          &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
168 
169 
170     if(dst == WINED3DTA_TEMP) {
171         output = GL_SPARE1_NV;
172     } else {
173         output = GL_SPARE0_NV;
174     }
175 
176     switch (op)
177     {
178         case WINED3D_TOP_DISABLE:
179             /* Only for alpha */
180             if (!is_alpha)
181                 ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
182             /* Input, prev_alpha*1 */
183             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
184                        GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
185             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
186                        GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
187 
188             /* Output */
189             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
190                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
191             break;
192 
193         case WINED3D_TOP_SELECT_ARG1:
194         case WINED3D_TOP_SELECT_ARG2:
195             /* Input, arg*1 */
196             if (op == WINED3D_TOP_SELECT_ARG1)
197                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
198                            tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
199             else
200                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
201                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
202             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
203                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
204 
205             /* Output */
206             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
207                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
208             break;
209 
210         case WINED3D_TOP_MODULATE:
211         case WINED3D_TOP_MODULATE_2X:
212         case WINED3D_TOP_MODULATE_4X:
213             /* Input, arg1*arg2 */
214             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
215                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
216             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
217                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
218 
219             /* Output */
220             if (op == WINED3D_TOP_MODULATE)
221                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
222                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
223             else if (op == WINED3D_TOP_MODULATE_2X)
224                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
225                            GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
226             else if (op == WINED3D_TOP_MODULATE_4X)
227                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
228                            GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
229             break;
230 
231         case WINED3D_TOP_ADD:
232         case WINED3D_TOP_ADD_SIGNED:
233         case WINED3D_TOP_ADD_SIGNED_2X:
234             /* Input, arg1*1+arg2*1 */
235             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
236                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
237             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
238                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
239             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
240                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
241             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
242                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
243 
244             /* Output */
245             if (op == WINED3D_TOP_ADD)
246                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
247                            output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
248             else if (op == WINED3D_TOP_ADD_SIGNED)
249                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
250                            output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
251             else if (op == WINED3D_TOP_ADD_SIGNED_2X)
252                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
253                            output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
254             break;
255 
256         case WINED3D_TOP_SUBTRACT:
257             /* Input, arg1*1+-arg2*1 */
258             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
259                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
260             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
261                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
262             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
263                        tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
264             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
265                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
266 
267             /* Output */
268             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
269                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
270             break;
271 
272         case WINED3D_TOP_ADD_SMOOTH:
273             /* Input, arg1*1+(1-arg1)*arg2 */
274             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
275                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
276             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
277                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
278             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
279                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
280             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
281                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
282 
283             /* Output */
284             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
285                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
286             break;
287 
288         case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
289         case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
290         case WINED3D_TOP_BLEND_FACTOR_ALPHA:
291         case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
292         case WINED3D_TOP_BLEND_CURRENT_ALPHA:
293         {
294             GLenum alpha_src = GL_PRIMARY_COLOR_NV;
295             if (op == WINED3D_TOP_BLEND_DIFFUSE_ALPHA)
296                 alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
297             else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
298                 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
299             else if (op == WINED3D_TOP_BLEND_FACTOR_ALPHA)
300                 alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
301             else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
302                 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
303             else if (op == WINED3D_TOP_BLEND_CURRENT_ALPHA)
304                 alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
305             else
306                 FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op));
307 
308             /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
309             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
310                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
311             if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
312             {
313                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
314                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
315             } else {
316                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
317                            alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
318             }
319             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
320                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
321             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
322                        alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
323 
324             /* Output */
325             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
326                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
327             break;
328         }
329 
330         case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
331             /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
332             if (is_alpha)
333                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
334             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
335                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
336             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
337                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
338             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
339                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
340             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
341                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
342 
343             /* Output */
344             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
345                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
346             break;
347 
348         case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
349             /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
350             if (is_alpha)
351                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
352             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
353                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
354             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
355                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
356             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
357                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
358             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
359                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
360 
361             /* Output */
362             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
363                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
364             break;
365 
366         case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
367             /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
368             if (is_alpha)
369                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
370             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
371                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
372             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
373                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
374             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
375                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
376             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
377                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
378 
379             /* Output */
380             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
381                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
382             break;
383 
384         case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
385             /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
386             if (is_alpha)
387                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
388             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
389                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
390             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
391                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
392             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
393                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
394             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
395                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
396 
397             /* Output */
398             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
399                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
400             break;
401 
402         case WINED3D_TOP_DOTPRODUCT3:
403             /* Input, arg1 . arg2 */
404             /* FIXME: DX7 uses a different calculation? */
405             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
406                        tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
407             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
408                        tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
409 
410             /* Output */
411             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
412                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
413             break;
414 
415         case WINED3D_TOP_MULTIPLY_ADD:
416             /* Input, arg3*1+arg1*arg2 */
417             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
418                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
419             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
420                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
421             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
422                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
423             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
424                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
425 
426             /* Output */
427             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
428                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
429             break;
430 
431         case WINED3D_TOP_LERP:
432             /* Input, arg3*arg1+(1-arg3)*arg2 */
433             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
434                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
435             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
436                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
437             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
438                        tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
439             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
440                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
441 
442             /* Output */
443             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
444                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
445             break;
446 
447         case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
448         case WINED3D_TOP_BUMPENVMAP:
449             if (!gl_info->supported[NV_TEXTURE_SHADER])
450             {
451                 WARN("BUMPENVMAP requires GL_NV_texture_shader in this codepath\n");
452                 break;
453             }
454 
455             /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
456              * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
457              * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
458              * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the
459              * next stage */
460             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
461                         tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
462             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
463                         GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
464             /* Always pass through to CURRENT, ignore temp arg */
465             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
466                         GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
467             break;
468 
469         default:
470             FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n",
471                   stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
472     }
473 
474     checkGLcall("set_tex_op_nvrc()");
475 }
476 
477 
nvrc_colorop(struct wined3d_context * context,const struct wined3d_state * state,DWORD state_id)478 static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
479 {
480     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
481     BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
482     DWORD mapped_stage = context->tex_unit_map[stage];
483     const struct wined3d_gl_info *gl_info = context->gl_info;
484 
485     TRACE("Setting color op for stage %u.\n", stage);
486 
487     /* Using a pixel shader? Don't care for anything here, the shader applying does it */
488     if (use_ps(state)) return;
489 
490     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
491 
492     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
493     {
494         if (tex_used && mapped_stage >= gl_info->limits.textures)
495         {
496             FIXME("Attempt to enable unsupported stage!\n");
497             return;
498         }
499         context_active_texture(context, gl_info, mapped_stage);
500     }
501 
502     if (context->lowest_disabled_stage > 0)
503     {
504         gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV);
505         GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, context->lowest_disabled_stage));
506     }
507     else
508     {
509         gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV);
510     }
511     if (stage >= context->lowest_disabled_stage)
512     {
513         TRACE("Stage disabled\n");
514         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
515         {
516             /* Disable everything here */
517             gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
518             checkGLcall("glDisable(GL_TEXTURE_2D)");
519             gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
520             checkGLcall("glDisable(GL_TEXTURE_3D)");
521             if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
522             {
523                 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
524                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
525             }
526             if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
527             {
528                 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
529                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
530             }
531             if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
532             {
533                 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
534             }
535         }
536         /* All done */
537         return;
538     }
539 
540     /* The sampler will also activate the correct texture dimensions, so no need to do it here
541      * if the sampler for this stage is dirty
542      */
543     if (!isStateDirty(context, STATE_SAMPLER(stage)))
544     {
545         if (tex_used)
546         {
547             if (gl_info->supported[NV_TEXTURE_SHADER2])
548             {
549                 nvts_activate_dimensions(state, stage, context);
550             }
551             else
552             {
553                 texture_activate_dimensions(state->textures[stage], gl_info);
554             }
555         }
556     }
557 
558     /* Set the texture combiners */
559     set_tex_op_nvrc(gl_info, state, FALSE, stage,
560             state->texture_states[stage][WINED3D_TSS_COLOR_OP],
561             state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
562             state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
563             state->texture_states[stage][WINED3D_TSS_COLOR_ARG0],
564             mapped_stage,
565             state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
566 
567     /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
568      * thus the texture shader may have to be updated
569      */
570     if (gl_info->supported[NV_TEXTURE_SHADER2])
571     {
572         BOOL usesBump = (state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
573                 || state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP);
574         BOOL usedBump = !!(context->texShaderBumpMap & 1u << (stage + 1));
575         if (usesBump != usedBump)
576         {
577             context_active_texture(context, gl_info, mapped_stage + 1);
578             nvts_activate_dimensions(state, stage + 1, context);
579             context_active_texture(context, gl_info, mapped_stage);
580         }
581     }
582 }
583 
nvrc_resultarg(struct wined3d_context * context,const struct wined3d_state * state,DWORD state_id)584 static void nvrc_resultarg(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
585 {
586     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
587 
588     TRACE("Setting result arg for stage %u.\n", stage);
589 
590     if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP)))
591     {
592         context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
593     }
594     if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP)))
595     {
596         context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
597     }
598 }
599 
nvts_texdim(struct wined3d_context * context,const struct wined3d_state * state,DWORD state_id)600 static void nvts_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
601 {
602     DWORD sampler = state_id - STATE_SAMPLER(0);
603     DWORD mapped_stage = context->tex_unit_map[sampler];
604 
605     /* No need to enable / disable anything here for unused samplers. The tex_colorop
606     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
607     * will take care of this business. */
608     if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
609         return;
610     if (sampler >= context->lowest_disabled_stage)
611         return;
612     if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
613         return;
614 
615     nvts_activate_dimensions(state, sampler, context);
616 }
617 
nvts_bumpenvmat(struct wined3d_context * context,const struct wined3d_state * state,DWORD state_id)618 static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
619 {
620     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
621     DWORD mapped_stage = context->tex_unit_map[stage + 1];
622     const struct wined3d_gl_info *gl_info = context->gl_info;
623     float mat[2][2];
624 
625     /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
626      * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
627      * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
628      * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
629      * for stage + 1. Keep the nvrc tex unit mapping in mind too
630      */
631     if (mapped_stage < gl_info->limits.textures)
632     {
633         context_active_texture(context, gl_info, mapped_stage);
634 
635         /* We can't just pass a pointer to the state to GL due to the
636          * different matrix format (column major vs row major). */
637         mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
638         mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
639         mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
640         mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
641         gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat);
642         checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
643     }
644 }
645 
nvrc_texfactor(struct wined3d_context * context,const struct wined3d_state * state,DWORD state_id)646 static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
647 {
648     const struct wined3d_gl_info *gl_info = context->gl_info;
649     struct wined3d_color color;
650 
651     wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
652     GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &color.r));
653 }
654 
655 /* Context activation is done by the caller. */
nvrc_enable(const struct wined3d_gl_info * gl_info,BOOL enable)656 static void nvrc_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
657 {
658     if (enable)
659     {
660         gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV);
661         checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)");
662     }
663     else
664     {
665         gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV);
666         checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
667     }
668 }
669 
670 /* Context activation is done by the caller. */
nvts_enable(const struct wined3d_gl_info * gl_info,BOOL enable)671 static void nvts_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
672 {
673     nvrc_enable(gl_info, enable);
674     if (enable)
675     {
676         gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_SHADER_NV);
677         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
678     }
679     else
680     {
681         gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_SHADER_NV);
682         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
683     }
684 }
685 
nvrc_fragment_get_caps(const struct wined3d_gl_info * gl_info,struct fragment_caps * caps)686 static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
687 {
688     caps->wined3d_caps = 0;
689     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
690 
691     /* The caps below can be supported but aren't handled yet in utils.c
692      * 'd3dta_to_combiner_input', disable them until support is fixed */
693 #if 0
694     if (gl_info->supported[NV_REGISTER_COMBINERS2])
695         caps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
696 #endif
697 
698     caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
699             | WINED3DTEXOPCAPS_ADDSIGNED
700             | WINED3DTEXOPCAPS_ADDSIGNED2X
701             | WINED3DTEXOPCAPS_MODULATE
702             | WINED3DTEXOPCAPS_MODULATE2X
703             | WINED3DTEXOPCAPS_MODULATE4X
704             | WINED3DTEXOPCAPS_SELECTARG1
705             | WINED3DTEXOPCAPS_SELECTARG2
706             | WINED3DTEXOPCAPS_DISABLE
707             | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
708             | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
709             | WINED3DTEXOPCAPS_BLENDFACTORALPHA
710             | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
711             | WINED3DTEXOPCAPS_LERP
712             | WINED3DTEXOPCAPS_SUBTRACT
713             | WINED3DTEXOPCAPS_ADDSMOOTH
714             | WINED3DTEXOPCAPS_MULTIPLYADD
715             | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
716             | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
717             | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
718             | WINED3DTEXOPCAPS_DOTPRODUCT3
719             | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
720             | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
721 
722     if (gl_info->supported[NV_TEXTURE_SHADER2])
723     {
724         /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
725          * not support 3D textures. This asks for trouble if an app uses both bump mapping
726          * and 3D textures. It also allows us to keep the code simpler by having texture
727          * shaders constantly enabled. */
728         caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
729         /* TODO: Luminance bump map? */
730     }
731 
732 #if 0
733     /* FIXME: Add
734             caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
735             WINED3DTEXOPCAPS_PREMODULATE */
736 #endif
737 
738     caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
739     caps->MaxSimultaneousTextures = gl_info->limits.textures;
740 }
741 
nvrc_fragment_get_emul_mask(const struct wined3d_gl_info * gl_info)742 static DWORD nvrc_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
743 {
744     return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
745 }
746 
nvrc_fragment_alloc(const struct wined3d_shader_backend_ops * shader_backend,void * shader_priv)747 static void *nvrc_fragment_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
748 {
749     return shader_priv;
750 }
751 
752 /* Context activation is done by the caller. */
nvrc_fragment_free(struct wined3d_device * device)753 static void nvrc_fragment_free(struct wined3d_device *device) {}
754 
755 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
756  * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
757  * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
758  * register combiners extension(Pre-GF3).
759  */
760 
nvts_color_fixup_supported(struct color_fixup_desc fixup)761 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
762 {
763     /* We only support identity conversions. */
764     return is_identity_fixup(fixup);
765 }
766 
767 static const struct StateEntryTemplate nvrc_fragmentstate_template[] =
768 {
769     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
770     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
771     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
772     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
773     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
774     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
775     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
776     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
777     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
778     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
779     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
780     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
781     { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
782     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
783     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
784     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
785     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
786     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
787     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
788     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
789     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
790     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
791     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
792     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
793     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
794     { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
795     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
796     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
797     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
798     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
799     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
800     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
801     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
802     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
803     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
804     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
805     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
806     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
807     { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
808     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
809     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
810     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
811     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
812     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
813     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
814     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
815     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
816     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
817     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
818     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
819     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
820     { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
821     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
822     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
823     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
824     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
825     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
826     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
827     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
828     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
829     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
830     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
831     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
832     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
833     { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
834     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
835     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
836     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
837     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
838     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
839     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
840     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
841     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
842     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
843     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
844     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
845     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
846     { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
847     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
848     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
849     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
850     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
851     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
852     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
853     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
854     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
855     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
856     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
857     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
858     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
859     { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
860     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
861     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
862     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
863     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
864     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
865     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
866     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
867     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
868     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
869     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
870     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
871     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
872     { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
873     { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
874     { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),           { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                }, WINED3D_GL_EXT_NONE             },
875     { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             nvrc_texfactor      }, WINED3D_GL_EXT_NONE             },
876     { STATE_RENDER(WINED3D_RS_ALPHAFUNC),                 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
877     { STATE_RENDER(WINED3D_RS_ALPHAREF),                  { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
878     { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           state_alpha_test    }, WINED3D_GL_EXT_NONE             },
879     { STATE_RENDER(WINED3D_RS_COLORKEYENABLE),            { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
880     { STATE_COLOR_KEY,                                    { STATE_COLOR_KEY,                                    state_nop           }, WINED3D_GL_EXT_NONE             },
881     { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  state_fogcolor      }, WINED3D_GL_EXT_NONE             },
882     { STATE_RENDER(WINED3D_RS_FOGDENSITY),                { STATE_RENDER(WINED3D_RS_FOGDENSITY),                state_fogdensity    }, WINED3D_GL_EXT_NONE             },
883     { STATE_RENDER(WINED3D_RS_FOGENABLE),                 { STATE_RENDER(WINED3D_RS_FOGENABLE),                 state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
884     { STATE_RENDER(WINED3D_RS_FOGTABLEMODE),              { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                }, WINED3D_GL_EXT_NONE             },
885     { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),             { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                }, WINED3D_GL_EXT_NONE             },
886     { STATE_RENDER(WINED3D_RS_FOGSTART),                  { STATE_RENDER(WINED3D_RS_FOGSTART),                  state_fogstartend   }, WINED3D_GL_EXT_NONE             },
887     { STATE_RENDER(WINED3D_RS_FOGEND),                    { STATE_RENDER(WINED3D_RS_FOGSTART),                  NULL                }, WINED3D_GL_EXT_NONE             },
888     { STATE_RENDER(WINED3D_RS_SHADEMODE),                 { STATE_RENDER(WINED3D_RS_SHADEMODE),                 state_shademode     }, WINED3D_GL_EXT_NONE             },
889     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
890     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
891     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
892     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
893     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
894     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
895     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
896     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
897     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
898     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
899     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
900     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
901     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
902     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
903     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
904     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
905     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
906 };
907 
nvrc_context_alloc(struct wined3d_context * context)908 static BOOL nvrc_context_alloc(struct wined3d_context *context)
909 {
910     return TRUE;
911 }
912 
nvrc_context_free(struct wined3d_context * context)913 static void nvrc_context_free(struct wined3d_context *context)
914 {
915 }
916 
917 
918 const struct fragment_pipeline nvts_fragment_pipeline = {
919     nvts_enable,
920     nvrc_fragment_get_caps,
921     nvrc_fragment_get_emul_mask,
922     nvrc_fragment_alloc,
923     nvrc_fragment_free,
924     nvrc_context_alloc,
925     nvrc_context_free,
926     nvts_color_fixup_supported,
927     nvrc_fragmentstate_template,
928 };
929 
930 const struct fragment_pipeline nvrc_fragment_pipeline = {
931     nvrc_enable,
932     nvrc_fragment_get_caps,
933     nvrc_fragment_get_emul_mask,
934     nvrc_fragment_alloc,
935     nvrc_fragment_free,
936     nvrc_context_alloc,
937     nvrc_context_free,
938     nvts_color_fixup_supported,
939     nvrc_fragmentstate_template,
940 };
941