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             default:
73                 FIXME("Unhandled target %#x.\n", state->textures[stage]->target);
74                 break;
75         }
76     }
77     else
78     {
79         gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
80         checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
81     }
82 }
83 
84 struct tex_op_args
85 {
86     GLenum input[3];
87     GLenum mapping[3];
88     GLenum component_usage[3];
89 };
90 
91 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
92     switch (d3dta) {
93         case WINED3DTA_DIFFUSE:
94             return GL_PRIMARY_COLOR_NV;
95 
96         case WINED3DTA_CURRENT:
97             if (stage) return GL_SPARE0_NV;
98             else return GL_PRIMARY_COLOR_NV;
99 
100         case WINED3DTA_TEXTURE:
101             if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
102             else return GL_PRIMARY_COLOR_NV;
103 
104         case WINED3DTA_TFACTOR:
105             return GL_CONSTANT_COLOR0_NV;
106 
107         case WINED3DTA_SPECULAR:
108             return GL_SECONDARY_COLOR_NV;
109 
110         case WINED3DTA_TEMP:
111             return GL_SPARE1_NV;
112 
113         case WINED3DTA_CONSTANT:
114             /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
115             FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
116             return GL_CONSTANT_COLOR1_NV;
117 
118         default:
119             FIXME("Unrecognized texture arg %#x\n", d3dta);
120             return GL_TEXTURE;
121     }
122 }
123 
124 static GLenum invert_mapping(GLenum mapping) {
125     if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
126     else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
127 
128     FIXME("Unhandled mapping %#x\n", mapping);
129     return mapping;
130 }
131 
132 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
133     /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
134     * be used. */
135     if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
136     else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
137 
138     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
139     * should be used for all input components. */
140     if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
141     else *component_usage = GL_RGB;
142 
143     *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
144 }
145 
146 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha,
147         int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
148 {
149     struct tex_op_args tex_op_args = {{0}, {0}, {0}};
150     GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
151     GLenum target = GL_COMBINER0_NV + stage;
152     GLenum output;
153 
154     TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
155           stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
156 
157     /* If a texture stage references an invalid texture unit the stage just
158     * passes through the result from the previous stage */
159     if (is_invalid_op(state, stage, op, arg1, arg2, arg3))
160     {
161         arg1 = WINED3DTA_CURRENT;
162         op = WINED3D_TOP_SELECT_ARG1;
163     }
164 
165     get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
166                          &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
167     get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
168                          &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
169     get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
170                          &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
171 
172 
173     if(dst == WINED3DTA_TEMP) {
174         output = GL_SPARE1_NV;
175     } else {
176         output = GL_SPARE0_NV;
177     }
178 
179     switch (op)
180     {
181         case WINED3D_TOP_DISABLE:
182             /* Only for alpha */
183             if (!is_alpha)
184                 ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
185             /* Input, prev_alpha*1 */
186             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
187                        GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
188             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
189                        GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
190 
191             /* Output */
192             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
193                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
194             break;
195 
196         case WINED3D_TOP_SELECT_ARG1:
197         case WINED3D_TOP_SELECT_ARG2:
198             /* Input, arg*1 */
199             if (op == WINED3D_TOP_SELECT_ARG1)
200                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
201                            tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
202             else
203                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
204                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
205             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
206                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
207 
208             /* Output */
209             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
210                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
211             break;
212 
213         case WINED3D_TOP_MODULATE:
214         case WINED3D_TOP_MODULATE_2X:
215         case WINED3D_TOP_MODULATE_4X:
216             /* Input, arg1*arg2 */
217             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
218                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
219             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
220                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
221 
222             /* Output */
223             if (op == WINED3D_TOP_MODULATE)
224                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
225                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
226             else if (op == WINED3D_TOP_MODULATE_2X)
227                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
228                            GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
229             else if (op == WINED3D_TOP_MODULATE_4X)
230                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
231                            GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
232             break;
233 
234         case WINED3D_TOP_ADD:
235         case WINED3D_TOP_ADD_SIGNED:
236         case WINED3D_TOP_ADD_SIGNED_2X:
237             /* Input, arg1*1+arg2*1 */
238             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
239                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
240             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
241                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
242             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
243                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
244             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
245                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
246 
247             /* Output */
248             if (op == WINED3D_TOP_ADD)
249                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
250                            output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
251             else if (op == WINED3D_TOP_ADD_SIGNED)
252                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
253                            output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
254             else if (op == WINED3D_TOP_ADD_SIGNED_2X)
255                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
256                            output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
257             break;
258 
259         case WINED3D_TOP_SUBTRACT:
260             /* Input, arg1*1+-arg2*1 */
261             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
262                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
263             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
264                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
265             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
266                        tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
267             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
268                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
269 
270             /* Output */
271             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
272                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
273             break;
274 
275         case WINED3D_TOP_ADD_SMOOTH:
276             /* Input, arg1*1+(1-arg1)*arg2 */
277             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
278                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
279             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
280                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
281             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
282                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
283             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
284                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
285 
286             /* Output */
287             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
288                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
289             break;
290 
291         case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
292         case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
293         case WINED3D_TOP_BLEND_FACTOR_ALPHA:
294         case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
295         case WINED3D_TOP_BLEND_CURRENT_ALPHA:
296         {
297             GLenum alpha_src = GL_PRIMARY_COLOR_NV;
298             if (op == WINED3D_TOP_BLEND_DIFFUSE_ALPHA)
299                 alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
300             else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
301                 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
302             else if (op == WINED3D_TOP_BLEND_FACTOR_ALPHA)
303                 alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
304             else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
305                 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
306             else if (op == WINED3D_TOP_BLEND_CURRENT_ALPHA)
307                 alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
308             else
309                 FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op));
310 
311             /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
312             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
313                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
314             if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
315             {
316                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
317                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
318             } else {
319                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
320                            alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
321             }
322             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
323                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
324             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
325                        alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
326 
327             /* Output */
328             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
329                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
330             break;
331         }
332 
333         case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
334             /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
335             if (is_alpha)
336                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
337             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
338                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
339             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
340                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
341             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
342                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
343             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
344                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
345 
346             /* Output */
347             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
348                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
349             break;
350 
351         case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
352             /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
353             if (is_alpha)
354                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
355             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
356                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
357             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
358                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
359             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
360                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
361             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
362                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
363 
364             /* Output */
365             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
366                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
367             break;
368 
369         case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
370             /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
371             if (is_alpha)
372                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
373             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
374                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
375             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
376                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
377             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
378                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
379             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
380                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
381 
382             /* Output */
383             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
384                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
385             break;
386 
387         case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
388             /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
389             if (is_alpha)
390                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
391             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
392                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
393             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
394                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
395             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
396                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
397             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
398                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
399 
400             /* Output */
401             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
402                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
403             break;
404 
405         case WINED3D_TOP_DOTPRODUCT3:
406             /* Input, arg1 . arg2 */
407             /* FIXME: DX7 uses a different calculation? */
408             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
409                        tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
410             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
411                        tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
412 
413             /* Output */
414             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
415                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
416             break;
417 
418         case WINED3D_TOP_MULTIPLY_ADD:
419             /* Input, arg3*1+arg1*arg2 */
420             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
421                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
422             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
423                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
424             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
425                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
426             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
427                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
428 
429             /* Output */
430             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
431                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
432             break;
433 
434         case WINED3D_TOP_LERP:
435             /* Input, arg3*arg1+(1-arg3)*arg2 */
436             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
437                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
438             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
439                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
440             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
441                        tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
442             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
443                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
444 
445             /* Output */
446             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
447                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
448             break;
449 
450         case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
451         case WINED3D_TOP_BUMPENVMAP:
452             if (!gl_info->supported[NV_TEXTURE_SHADER])
453             {
454                 WARN("BUMPENVMAP requires GL_NV_texture_shader in this codepath\n");
455                 break;
456             }
457 
458             /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
459              * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
460              * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
461              * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the
462              * next stage */
463             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
464                         tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
465             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
466                         GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
467             /* Always pass through to CURRENT, ignore temp arg */
468             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
469                         GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
470             break;
471 
472         default:
473             FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n",
474                   stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
475     }
476 
477     checkGLcall("set_tex_op_nvrc()");
478 }
479 
480 
481 static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
482 {
483     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
484     BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
485     DWORD mapped_stage = context->tex_unit_map[stage];
486     const struct wined3d_gl_info *gl_info = context->gl_info;
487 
488     TRACE("Setting color op for stage %u.\n", stage);
489 
490     /* Using a pixel shader? Don't care for anything here, the shader applying does it */
491     if (use_ps(state)) return;
492 
493     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
494 
495     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
496     {
497         if (tex_used && mapped_stage >= gl_info->limits.textures)
498         {
499             FIXME("Attempt to enable unsupported stage!\n");
500             return;
501         }
502         context_active_texture(context, gl_info, mapped_stage);
503     }
504 
505     if (context->lowest_disabled_stage > 0)
506     {
507         gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV);
508         GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, context->lowest_disabled_stage));
509     }
510     else
511     {
512         gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV);
513     }
514     if (stage >= context->lowest_disabled_stage)
515     {
516         TRACE("Stage disabled\n");
517         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
518         {
519             /* Disable everything here */
520             gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
521             checkGLcall("glDisable(GL_TEXTURE_2D)");
522             gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
523             checkGLcall("glDisable(GL_TEXTURE_3D)");
524             if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
525             {
526                 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
527                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
528             }
529             if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
530             {
531                 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
532                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
533             }
534             if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
535             {
536                 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
537             }
538         }
539         /* All done */
540         return;
541     }
542 
543     /* The sampler will also activate the correct texture dimensions, so no need to do it here
544      * if the sampler for this stage is dirty
545      */
546     if (!isStateDirty(context, STATE_SAMPLER(stage)))
547     {
548         if (tex_used)
549         {
550             if (gl_info->supported[NV_TEXTURE_SHADER2])
551             {
552                 nvts_activate_dimensions(state, stage, context);
553             }
554             else
555             {
556                 texture_activate_dimensions(state->textures[stage], gl_info);
557             }
558         }
559     }
560 
561     /* Set the texture combiners */
562     set_tex_op_nvrc(gl_info, state, FALSE, stage,
563             state->texture_states[stage][WINED3D_TSS_COLOR_OP],
564             state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
565             state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
566             state->texture_states[stage][WINED3D_TSS_COLOR_ARG0],
567             mapped_stage,
568             state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
569 
570     /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
571      * thus the texture shader may have to be updated
572      */
573     if (gl_info->supported[NV_TEXTURE_SHADER2])
574     {
575         BOOL usesBump = (state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
576                 || state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP);
577         BOOL usedBump = !!(context->texShaderBumpMap & 1u << (stage + 1));
578         if (usesBump != usedBump)
579         {
580             context_active_texture(context, gl_info, mapped_stage + 1);
581             nvts_activate_dimensions(state, stage + 1, context);
582             context_active_texture(context, gl_info, mapped_stage);
583         }
584     }
585 }
586 
587 static void nvrc_resultarg(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
588 {
589     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
590 
591     TRACE("Setting result arg for stage %u.\n", stage);
592 
593     if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP)))
594     {
595         context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
596     }
597     if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP)))
598     {
599         context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
600     }
601 }
602 
603 static void nvts_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
604 {
605     DWORD sampler = state_id - STATE_SAMPLER(0);
606     DWORD mapped_stage = context->tex_unit_map[sampler];
607 
608     /* No need to enable / disable anything here for unused samplers. The tex_colorop
609     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
610     * will take care of this business. */
611     if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
612         return;
613     if (sampler >= context->lowest_disabled_stage)
614         return;
615     if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
616         return;
617 
618     nvts_activate_dimensions(state, sampler, context);
619 }
620 
621 static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
622 {
623     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
624     DWORD mapped_stage = context->tex_unit_map[stage + 1];
625     const struct wined3d_gl_info *gl_info = context->gl_info;
626     float mat[2][2];
627 
628     /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
629      * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
630      * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
631      * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
632      * for stage + 1. Keep the nvrc tex unit mapping in mind too
633      */
634     if (mapped_stage < gl_info->limits.textures)
635     {
636         context_active_texture(context, gl_info, mapped_stage);
637 
638         /* We can't just pass a pointer to the state to GL due to the
639          * different matrix format (column major vs row major). */
640         mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
641         mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
642         mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
643         mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
644         gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat);
645         checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
646     }
647 }
648 
649 static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
650 {
651     const struct wined3d_gl_info *gl_info = context->gl_info;
652     struct wined3d_color color;
653 
654     wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
655     GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &color.r));
656 }
657 
658 /* Context activation is done by the caller. */
659 static void nvrc_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
660 {
661     if (enable)
662     {
663         gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV);
664         checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)");
665     }
666     else
667     {
668         gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV);
669         checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
670     }
671 }
672 
673 /* Context activation is done by the caller. */
674 static void nvts_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
675 {
676     nvrc_enable(gl_info, enable);
677     if (enable)
678     {
679         gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_SHADER_NV);
680         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
681     }
682     else
683     {
684         gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_SHADER_NV);
685         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
686     }
687 }
688 
689 static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
690 {
691     caps->wined3d_caps = 0;
692     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
693 
694     /* The caps below can be supported but aren't handled yet in utils.c
695      * 'd3dta_to_combiner_input', disable them until support is fixed */
696 #if 0
697     if (gl_info->supported[NV_REGISTER_COMBINERS2])
698         caps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
699 #endif
700 
701     caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
702             | WINED3DTEXOPCAPS_ADDSIGNED
703             | WINED3DTEXOPCAPS_ADDSIGNED2X
704             | WINED3DTEXOPCAPS_MODULATE
705             | WINED3DTEXOPCAPS_MODULATE2X
706             | WINED3DTEXOPCAPS_MODULATE4X
707             | WINED3DTEXOPCAPS_SELECTARG1
708             | WINED3DTEXOPCAPS_SELECTARG2
709             | WINED3DTEXOPCAPS_DISABLE
710             | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
711             | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
712             | WINED3DTEXOPCAPS_BLENDFACTORALPHA
713             | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
714             | WINED3DTEXOPCAPS_LERP
715             | WINED3DTEXOPCAPS_SUBTRACT
716             | WINED3DTEXOPCAPS_ADDSMOOTH
717             | WINED3DTEXOPCAPS_MULTIPLYADD
718             | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
719             | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
720             | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
721             | WINED3DTEXOPCAPS_DOTPRODUCT3
722             | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
723             | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
724 
725     if (gl_info->supported[NV_TEXTURE_SHADER2])
726     {
727         /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
728          * not support 3D textures. This asks for trouble if an app uses both bump mapping
729          * and 3D textures. It also allows us to keep the code simpler by having texture
730          * shaders constantly enabled. */
731         caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
732         /* TODO: Luminance bump map? */
733     }
734 
735 #if 0
736     /* FIXME: Add
737             caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
738             WINED3DTEXOPCAPS_PREMODULATE */
739 #endif
740 
741     caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
742     caps->MaxSimultaneousTextures = gl_info->limits.textures;
743 }
744 
745 static DWORD nvrc_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
746 {
747     return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
748 }
749 
750 static void *nvrc_fragment_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
751 {
752     return shader_priv;
753 }
754 
755 /* Context activation is done by the caller. */
756 static void nvrc_fragment_free(struct wined3d_device *device) {}
757 
758 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
759  * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
760  * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
761  * register combiners extension(Pre-GF3).
762  */
763 
764 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
765 {
766     /* We only support identity conversions. */
767     return is_identity_fixup(fixup);
768 }
769 
770 static const struct StateEntryTemplate nvrc_fragmentstate_template[] =
771 {
772     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
773     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
774     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
775     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
776     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
777     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
778     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
779     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
780     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
781     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
782     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
783     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
784     { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
785     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
786     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
787     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
788     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
789     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
790     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
791     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
792     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
793     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
794     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
795     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
796     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
797     { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
798     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
799     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
800     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
801     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
802     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
803     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
804     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
805     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
806     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
807     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
808     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
809     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
810     { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
811     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
812     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
813     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
814     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
815     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
816     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
817     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
818     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
819     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
820     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
821     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
822     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
823     { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
824     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
825     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
826     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
827     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
828     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
829     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
830     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
831     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
832     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
833     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
834     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
835     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
836     { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
837     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
838     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
839     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
840     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
841     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
842     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
843     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
844     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
845     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
846     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
847     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
848     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
849     { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
850     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
851     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
852     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
853     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
854     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
855     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
856     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
857     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
858     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
859     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
860     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
861     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
862     { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
863     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
864     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
865     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
866     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
867     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
868     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
869     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
870     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
871     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
872     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
873     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
874     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
875     { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),      nvrc_resultarg      }, WINED3D_GL_EXT_NONE             },
876     { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
877     { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),           { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                }, WINED3D_GL_EXT_NONE             },
878     { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             nvrc_texfactor      }, WINED3D_GL_EXT_NONE             },
879     { STATE_RENDER(WINED3D_RS_ALPHAFUNC),                 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
880     { STATE_RENDER(WINED3D_RS_ALPHAREF),                  { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
881     { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           state_alpha_test    }, WINED3D_GL_EXT_NONE             },
882     { STATE_RENDER(WINED3D_RS_COLORKEYENABLE),            { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           NULL                }, WINED3D_GL_EXT_NONE             },
883     { STATE_COLOR_KEY,                                    { STATE_COLOR_KEY,                                    state_nop           }, WINED3D_GL_EXT_NONE             },
884     { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  state_fogcolor      }, WINED3D_GL_EXT_NONE             },
885     { STATE_RENDER(WINED3D_RS_FOGDENSITY),                { STATE_RENDER(WINED3D_RS_FOGDENSITY),                state_fogdensity    }, WINED3D_GL_EXT_NONE             },
886     { STATE_RENDER(WINED3D_RS_FOGENABLE),                 { STATE_RENDER(WINED3D_RS_FOGENABLE),                 state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
887     { STATE_RENDER(WINED3D_RS_FOGTABLEMODE),              { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                }, WINED3D_GL_EXT_NONE             },
888     { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),             { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                }, WINED3D_GL_EXT_NONE             },
889     { STATE_RENDER(WINED3D_RS_FOGSTART),                  { STATE_RENDER(WINED3D_RS_FOGSTART),                  state_fogstartend   }, WINED3D_GL_EXT_NONE             },
890     { STATE_RENDER(WINED3D_RS_FOGEND),                    { STATE_RENDER(WINED3D_RS_FOGSTART),                  NULL                }, WINED3D_GL_EXT_NONE             },
891     { STATE_RENDER(WINED3D_RS_SHADEMODE),                 { STATE_RENDER(WINED3D_RS_SHADEMODE),                 state_shademode     }, WINED3D_GL_EXT_NONE             },
892     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
893     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
894     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
895     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
896     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
897     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
898     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
899     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
900     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
901     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
902     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
903     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
904     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
905     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
906     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
907     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
908     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
909 };
910 
911 static BOOL nvrc_context_alloc(struct wined3d_context *context)
912 {
913     return TRUE;
914 }
915 
916 static void nvrc_context_free(struct wined3d_context *context)
917 {
918 }
919 
920 
921 const struct fragment_pipeline nvts_fragment_pipeline = {
922     nvts_enable,
923     nvrc_fragment_get_caps,
924     nvrc_fragment_get_emul_mask,
925     nvrc_fragment_alloc,
926     nvrc_fragment_free,
927     nvrc_context_alloc,
928     nvrc_context_free,
929     nvts_color_fixup_supported,
930     nvrc_fragmentstate_template,
931 };
932 
933 const struct fragment_pipeline nvrc_fragment_pipeline = {
934     nvrc_enable,
935     nvrc_fragment_get_caps,
936     nvrc_fragment_get_emul_mask,
937     nvrc_fragment_alloc,
938     nvrc_fragment_free,
939     nvrc_context_alloc,
940     nvrc_context_free,
941     nvts_color_fixup_supported,
942     nvrc_fragmentstate_template,
943 };
944