wined3d: Setup target if offscreen rendering setting changed.
[wine] / dlls / wined3d / nvidia_texture_shader.c
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
24 #include <math.h>
25 #include <stdio.h>
26
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 /* GL locking for state handlers is done by the caller. */
32
33 static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
34 {
35     BOOL bumpmap = FALSE;
36
37     if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
38                      stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
39         bumpmap = TRUE;
40         context->texShaderBumpMap |= (1 << stage);
41     } else {
42         context->texShaderBumpMap &= ~(1 << stage);
43     }
44
45     if(stateblock->textures[stage]) {
46         switch(IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
47             case GL_TEXTURE_2D:
48                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
49                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
50                 break;
51             case GL_TEXTURE_RECTANGLE_ARB:
52                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
53                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
54                 break;
55             case GL_TEXTURE_3D:
56                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
57                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
58                 break;
59             case GL_TEXTURE_CUBE_MAP_ARB:
60                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
61                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
62                 break;
63         }
64     } else {
65         glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
66         checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
67     }
68 }
69
70 typedef struct {
71     GLenum input[3];
72     GLenum mapping[3];
73     GLenum component_usage[3];
74 } tex_op_args;
75
76 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
77     switch (d3dta) {
78         case WINED3DTA_DIFFUSE:
79             return GL_PRIMARY_COLOR_NV;
80
81         case WINED3DTA_CURRENT:
82             if (stage) return GL_SPARE0_NV;
83             else return GL_PRIMARY_COLOR_NV;
84
85         case WINED3DTA_TEXTURE:
86             if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
87             else return GL_PRIMARY_COLOR_NV;
88
89         case WINED3DTA_TFACTOR:
90             return GL_CONSTANT_COLOR0_NV;
91
92         case WINED3DTA_SPECULAR:
93             return GL_SECONDARY_COLOR_NV;
94
95         case WINED3DTA_TEMP:
96             return GL_SPARE1_NV;
97
98         case WINED3DTA_CONSTANT:
99             /* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
100             FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
101             return GL_CONSTANT_COLOR1_NV;
102
103         default:
104             FIXME("Unrecognized texture arg %#x\n", d3dta);
105             return GL_TEXTURE;
106     }
107 }
108
109 static GLenum invert_mapping(GLenum mapping) {
110     if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
111     else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
112
113     FIXME("Unhandled mapping %#x\n", mapping);
114     return mapping;
115 }
116
117 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
118     /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
119     * be used. */
120     if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
121     else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
122
123     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
124     * should be used for all input components. */
125     if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
126     else *component_usage = GL_RGB;
127
128     *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
129 }
130
131 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) {
132     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl*)iface;
133     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
134     tex_op_args tex_op_args = {{0}, {0}, {0}};
135     GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
136     GLenum target = GL_COMBINER0_NV + stage;
137     GLenum output;
138
139     TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
140           stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
141
142     /* If a texture stage references an invalid texture unit the stage just
143     * passes through the result from the previous stage */
144     if (is_invalid_op(This, stage, op, arg1, arg2, arg3)) {
145         arg1 = WINED3DTA_CURRENT;
146         op = WINED3DTOP_SELECTARG1;
147     }
148
149     get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
150                          &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
151     get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
152                          &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
153     get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
154                          &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
155
156
157     if(dst == WINED3DTA_TEMP) {
158         output = GL_SPARE1_NV;
159     } else {
160         output = GL_SPARE0_NV;
161     }
162
163     /* This is called by a state handler which has the gl lock held and a context for the thread */
164     switch(op)
165     {
166         case WINED3DTOP_DISABLE:
167             /* Only for alpha */
168             if (!is_alpha) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
169             /* Input, prev_alpha*1 */
170             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
171                        GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
172             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
173                        GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
174
175             /* Output */
176             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
177                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
178             break;
179
180         case WINED3DTOP_SELECTARG1:
181         case WINED3DTOP_SELECTARG2:
182             /* Input, arg*1 */
183             if (op == WINED3DTOP_SELECTARG1) {
184                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
185                            tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
186             } else {
187                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
188                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
189             }
190             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
191                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
192
193             /* Output */
194             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
195                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
196             break;
197
198         case WINED3DTOP_MODULATE:
199         case WINED3DTOP_MODULATE2X:
200         case WINED3DTOP_MODULATE4X:
201             /* Input, arg1*arg2 */
202             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
203                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
204             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
205                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
206
207             /* Output */
208             if (op == WINED3DTOP_MODULATE) {
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             } else if (op == WINED3DTOP_MODULATE2X) {
212                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
213                            GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
214             } else if (op == WINED3DTOP_MODULATE4X) {
215                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
216                            GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
217             }
218             break;
219
220         case WINED3DTOP_ADD:
221         case WINED3DTOP_ADDSIGNED:
222         case WINED3DTOP_ADDSIGNED2X:
223             /* Input, arg1*1+arg2*1 */
224             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
225                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
226             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
227                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
228             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
229                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
230             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
231                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
232
233             /* Output */
234             if (op == WINED3DTOP_ADD) {
235                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
236                            output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
237             } else if (op == WINED3DTOP_ADDSIGNED) {
238                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
239                            output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
240             } else if (op == WINED3DTOP_ADDSIGNED2X) {
241                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
242                            output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
243             }
244             break;
245
246         case WINED3DTOP_SUBTRACT:
247             /* Input, arg1*1+-arg2*1 */
248             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
249                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
250             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
251                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
252             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
253                        tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
254             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
255                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
256
257             /* Output */
258             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
259                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
260             break;
261
262         case WINED3DTOP_ADDSMOOTH:
263             /* Input, arg1*1+(1-arg1)*arg2 */
264             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
265                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
266             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
267                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
268             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
269                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
270             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
271                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
272
273             /* Output */
274             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
275                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
276             break;
277
278         case WINED3DTOP_BLENDDIFFUSEALPHA:
279         case WINED3DTOP_BLENDTEXTUREALPHA:
280         case WINED3DTOP_BLENDFACTORALPHA:
281         case WINED3DTOP_BLENDTEXTUREALPHAPM:
282         case WINED3DTOP_BLENDCURRENTALPHA:
283         {
284             GLenum alpha_src = GL_PRIMARY_COLOR_NV;
285             if (op == WINED3DTOP_BLENDDIFFUSEALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
286             else if (op == WINED3DTOP_BLENDTEXTUREALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
287             else if (op == WINED3DTOP_BLENDFACTORALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
288             else if (op == WINED3DTOP_BLENDTEXTUREALPHAPM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
289             else if (op == WINED3DTOP_BLENDCURRENTALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
290             else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op));
291
292             /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
293             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
294                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
295             if (op == WINED3DTOP_BLENDTEXTUREALPHAPM)
296             {
297                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
298                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
299             } else {
300                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
301                            alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
302             }
303             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
304                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
305             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
306                        alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
307
308             /* Output */
309             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
310                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
311             break;
312         }
313
314         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
315             /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
316             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
317             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
318                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
319             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_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_C_NV,
322                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
323             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
324                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
325
326             /* Output */
327             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
328                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
329             break;
330
331         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
332             /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
333             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
334             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
335                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
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], GL_ALPHA));
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 WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
349             /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
350             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR)\n");
351             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
352                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
353             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
354                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
355             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_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_D_NV,
358                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
359
360             /* Output */
361             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
362                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
363             break;
364
365         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
366             /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
367             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA)\n");
368             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
369                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
370             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
371                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
372             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
373                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
374             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
375                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
376
377             /* Output */
378             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
379                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
380             break;
381
382         case WINED3DTOP_DOTPRODUCT3:
383             /* Input, arg1 . arg2 */
384             /* FIXME: DX7 uses a different calculation? */
385             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
386                        tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
387             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
388                        tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
389
390             /* Output */
391             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
392                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
393             break;
394
395         case WINED3DTOP_MULTIPLYADD:
396             /* Input, arg3*1+arg1*arg2 */
397             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
398                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
399             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
400                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
401             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
402                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
403             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
404                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
405
406             /* Output */
407             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
408                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
409             break;
410
411         case WINED3DTOP_LERP:
412             /* Input, arg3*arg1+(1-arg3)*arg2 */
413             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
414                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
415             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
416                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
417             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
418                        tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
419             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
420                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
421
422             /* Output */
423             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
424                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
425             break;
426
427         case WINED3DTOP_BUMPENVMAPLUMINANCE:
428         case WINED3DTOP_BUMPENVMAP:
429             if (gl_info->supported[NV_TEXTURE_SHADER])
430             {
431                 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
432                  * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
433                  * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
434                  * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
435                  */
436                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
437                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
438                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
439                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
440                 /* Always pass through to CURRENT, ignore temp arg */
441                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
442                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
443                 break;
444             }
445
446         default:
447             FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
448                   stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
449     }
450
451     checkGLcall("set_tex_op_nvrc()");
452 }
453
454
455 static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
456 {
457     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
458     BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
459     DWORD mapped_stage = stateblock->device->texUnitMap[stage];
460     const struct wined3d_gl_info *gl_info = context->gl_info;
461
462     TRACE("Setting color op for stage %d\n", stage);
463
464     /* Using a pixel shader? Don't care for anything here, the shader applying does it */
465     if (use_ps(stateblock)) return;
466
467     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
468
469     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
470     {
471         if (tex_used && mapped_stage >= gl_info->limits.textures)
472         {
473             FIXME("Attempt to enable unsupported stage!\n");
474             return;
475         }
476         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
477         checkGLcall("glActiveTextureARB");
478     }
479
480     if(stateblock->lowest_disabled_stage > 0) {
481         glEnable(GL_REGISTER_COMBINERS_NV);
482         GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
483     } else {
484         glDisable(GL_REGISTER_COMBINERS_NV);
485     }
486     if(stage >= stateblock->lowest_disabled_stage) {
487         TRACE("Stage disabled\n");
488         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
489         {
490             /* Disable everything here */
491             glDisable(GL_TEXTURE_2D);
492             checkGLcall("glDisable(GL_TEXTURE_2D)");
493             glDisable(GL_TEXTURE_3D);
494             checkGLcall("glDisable(GL_TEXTURE_3D)");
495             if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
496             {
497                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
498                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
499             }
500             if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
501             {
502                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
503                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
504             }
505             if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
506             {
507                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
508             }
509         }
510         /* All done */
511         return;
512     }
513
514     /* The sampler will also activate the correct texture dimensions, so no need to do it here
515      * if the sampler for this stage is dirty
516      */
517     if (!isStateDirty(context, STATE_SAMPLER(stage)))
518     {
519         if (tex_used)
520         {
521             if (gl_info->supported[NV_TEXTURE_SHADER2])
522             {
523                 nvts_activate_dimensions(stage, stateblock, context);
524             }
525             else
526             {
527                 texture_activate_dimensions(stage, stateblock, context);
528             }
529         }
530     }
531
532     /* Set the texture combiners */
533     set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, FALSE, stage,
534                         stateblock->textureState[stage][WINED3DTSS_COLOROP],
535                         stateblock->textureState[stage][WINED3DTSS_COLORARG1],
536                         stateblock->textureState[stage][WINED3DTSS_COLORARG2],
537                         stateblock->textureState[stage][WINED3DTSS_COLORARG0],
538                         mapped_stage,
539                         stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
540
541     /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
542      * thus the texture shader may have to be updated
543      */
544     if (gl_info->supported[NV_TEXTURE_SHADER2])
545     {
546         BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
547                             stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
548         BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
549         if(usesBump != usedBump) {
550             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
551             checkGLcall("glActiveTextureARB");
552             nvts_activate_dimensions(stage + 1, stateblock, context);
553             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
554             checkGLcall("glActiveTextureARB");
555         }
556     }
557 }
558
559 static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
560 {
561     DWORD sampler = state - STATE_SAMPLER(0);
562     DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
563
564     /* No need to enable / disable anything here for unused samplers. The tex_colorop
565     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
566     * will take care of this business
567     */
568     if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
569     if(sampler >= stateblock->lowest_disabled_stage) return;
570     if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
571
572     nvts_activate_dimensions(sampler, stateblock, context);
573 }
574
575 static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
576 {
577     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
578     DWORD mapped_stage = stateblock->device->texUnitMap[stage + 1];
579     const struct wined3d_gl_info *gl_info = context->gl_info;
580     float mat[2][2];
581
582     /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
583      * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
584      * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
585      * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
586      * for stage + 1. Keep the nvrc tex unit mapping in mind too
587      */
588     if (mapped_stage < gl_info->limits.textures)
589     {
590         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
591         checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
592
593         /* We can't just pass a pointer to the stateblock to GL due to the different matrix
594          * format(column major vs row major)
595          */
596         mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
597         mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
598         mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
599         mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
600         glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
601         checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
602     }
603 }
604
605 static void nvrc_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
606 {
607     const struct wined3d_gl_info *gl_info = context->gl_info;
608     float col[4];
609     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
610     GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
611 }
612
613 /* Context activation is done by the caller. */
614 static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { }
615
616 /* Context activation is done by the caller. */
617 static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
618     ENTER_GL();
619     if(enable) {
620         glEnable(GL_TEXTURE_SHADER_NV);
621         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
622     } else {
623         glDisable(GL_TEXTURE_SHADER_NV);
624         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
625     }
626     LEAVE_GL();
627 }
628
629 static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
630 {
631     pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
632
633     /* The caps below can be supported but aren't handled yet in utils.c
634      * 'd3dta_to_combiner_input', disable them until support is fixed */
635 #if 0
636     if (gl_info->supported[NV_REGISTER_COMBINERS2])
637         pCaps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
638 #endif
639
640     pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD                        |
641                             WINED3DTEXOPCAPS_ADDSIGNED                  |
642                             WINED3DTEXOPCAPS_ADDSIGNED2X                |
643                             WINED3DTEXOPCAPS_MODULATE                   |
644                             WINED3DTEXOPCAPS_MODULATE2X                 |
645                             WINED3DTEXOPCAPS_MODULATE4X                 |
646                             WINED3DTEXOPCAPS_SELECTARG1                 |
647                             WINED3DTEXOPCAPS_SELECTARG2                 |
648                             WINED3DTEXOPCAPS_DISABLE                    |
649                             WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA          |
650                             WINED3DTEXOPCAPS_BLENDTEXTUREALPHA          |
651                             WINED3DTEXOPCAPS_BLENDFACTORALPHA           |
652                             WINED3DTEXOPCAPS_BLENDCURRENTALPHA          |
653                             WINED3DTEXOPCAPS_LERP                       |
654                             WINED3DTEXOPCAPS_SUBTRACT                   |
655                             WINED3DTEXOPCAPS_ADDSMOOTH                  |
656                             WINED3DTEXOPCAPS_MULTIPLYADD                |
657                             WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR     |
658                             WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA     |
659                             WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM        |
660                             WINED3DTEXOPCAPS_DOTPRODUCT3                |
661                             WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR  |
662                             WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
663
664     if (gl_info->supported[NV_TEXTURE_SHADER2])
665     {
666         /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
667          * not support 3D textures. This asks for trouble if an app uses both bump mapping
668          * and 3D textures. It also allows us to keep the code simpler by having texture
669          * shaders constantly enabled.
670          */
671         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
672         /* TODO: Luminance bump map? */
673     }
674
675 #if 0
676     /* FIXME: Add
677             pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
678             WINED3DTEXOPCAPS_PREMODULATE */
679 #endif
680
681     pCaps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
682     pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
683 }
684
685 static HRESULT nvrc_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
686 /* Context activation is done by the caller. */
687 static void nvrc_fragment_free(IWineD3DDevice *iface) {}
688
689 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
690  * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
691  * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
692  * register combiners extension(Pre-GF3).
693  */
694
695 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
696 {
697     if (TRACE_ON(d3d))
698     {
699         TRACE("Checking support for fixup:\n");
700         dump_color_fixup_desc(fixup);
701     }
702
703     /* We only support identity conversions. */
704     if (is_identity_fixup(fixup))
705     {
706         TRACE("[OK]\n");
707         return TRUE;
708     }
709
710     TRACE("[FAILED]\n");
711     return FALSE;
712 }
713
714 static const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
715     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
716     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
717     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
718     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
719     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
720     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
721     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
722     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
723     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
724     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
725     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
726     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
727     { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
728     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
729     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
730     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
731     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
732     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
733     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
734     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
735     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
736     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
737     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
738     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
739     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
740     { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
741     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
742     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
743     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
744     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
745     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
746     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
747     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
748     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
749     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
750     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
751     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
752     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
753     { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
754     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
755     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
756     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
757     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
758     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
759     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
760     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
761     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
762     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
763     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
764     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
765     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
766     { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
767     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
768     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
769     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
770     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
771     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
772     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
773     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
774     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
775     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
776     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
777     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
778     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
779     { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
780     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
781     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
782     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
783     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
784     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
785     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
786     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
787     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
788     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
789     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
790     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
791     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
792     { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
793     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
794     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
795     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
796     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
797     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
798     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
799     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
800     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
801     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
802     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
803     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
804     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
805     { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
806     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
807     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
808     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
809     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
810     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
811     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
812     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
813     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
814     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
815     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
816     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
817     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
818     { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
819     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
820     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  NULL                }, WINED3D_GL_EXT_NONE             },
821     { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              nvrc_texfactor      }, WINED3D_GL_EXT_NONE             },
822     { STATE_RENDER(WINED3DRS_FOGCOLOR),                   { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      }, WINED3D_GL_EXT_NONE             },
823     { STATE_RENDER(WINED3DRS_FOGDENSITY),                 { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    }, WINED3D_GL_EXT_NONE             },
824     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
825     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                }, WINED3D_GL_EXT_NONE             },
826     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                }, WINED3D_GL_EXT_NONE             },
827     { STATE_RENDER(WINED3DRS_FOGSTART),                   { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend   }, WINED3D_GL_EXT_NONE             },
828     { STATE_RENDER(WINED3DRS_FOGEND),                     { STATE_RENDER(WINED3DRS_FOGSTART),                   NULL                }, WINED3D_GL_EXT_NONE             },
829     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
830     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
831     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
832     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
833     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
834     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
835     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
836     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
837     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
838     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
839     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
840     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
841     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
842     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
843     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
844     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
845     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
846 };
847
848 const struct fragment_pipeline nvts_fragment_pipeline = {
849     nvts_enable,
850     nvrc_fragment_get_caps,
851     nvrc_fragment_alloc,
852     nvrc_fragment_free,
853     nvts_color_fixup_supported,
854     nvrc_fragmentstate_template,
855     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
856 };
857
858 const struct fragment_pipeline nvrc_fragment_pipeline = {
859     nvrc_enable,
860     nvrc_fragment_get_caps,
861     nvrc_fragment_alloc,
862     nvrc_fragment_free,
863     nvts_color_fixup_supported,
864     nvrc_fragmentstate_template,
865     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
866 };