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 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 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 } 120 121 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 } 128 129 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 } 142 143 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 } 476 477 478 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 } 583 584 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 } 599 600 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 } 617 618 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 } 645 646 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. */ 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. */ 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 } 685 686 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 } 741 742 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 } 746 747 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. */ 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 */ 760 761 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 }; 907 908 static BOOL nvrc_context_alloc(struct wined3d_context *context) 909 { 910 return TRUE; 911 } 912 913 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