kernel32: Add a structure to store all the information about an executable.
[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 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
32
33 /* GL locking for state handlers is done by the caller. */
34
35 static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
36 {
37     BOOL bumpmap = FALSE;
38
39     if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
40                      stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
41         bumpmap = TRUE;
42         context->texShaderBumpMap |= (1 << stage);
43     } else {
44         context->texShaderBumpMap &= ~(1 << stage);
45     }
46
47     if(stateblock->textures[stage]) {
48         switch(IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
49             case GL_TEXTURE_2D:
50                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
51                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
52                 break;
53             case GL_TEXTURE_RECTANGLE_ARB:
54                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
55                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
56                 break;
57             case GL_TEXTURE_3D:
58                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
59                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
60                 break;
61             case GL_TEXTURE_CUBE_MAP_ARB:
62                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
63                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
64                 break;
65         }
66     } else {
67         glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
68         checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
69     }
70 }
71
72 typedef struct {
73     GLenum input[3];
74     GLenum mapping[3];
75     GLenum component_usage[3];
76 } tex_op_args;
77
78 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
79     switch (d3dta) {
80         case WINED3DTA_DIFFUSE:
81             return GL_PRIMARY_COLOR_NV;
82
83         case WINED3DTA_CURRENT:
84             if (stage) return GL_SPARE0_NV;
85             else return GL_PRIMARY_COLOR_NV;
86
87         case WINED3DTA_TEXTURE:
88             if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
89             else return GL_PRIMARY_COLOR_NV;
90
91         case WINED3DTA_TFACTOR:
92             return GL_CONSTANT_COLOR0_NV;
93
94         case WINED3DTA_SPECULAR:
95             return GL_SECONDARY_COLOR_NV;
96
97         case WINED3DTA_TEMP:
98             return GL_SPARE1_NV;
99
100         case WINED3DTA_CONSTANT:
101             /* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
102             FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
103             return GL_CONSTANT_COLOR1_NV;
104
105         default:
106             FIXME("Unrecognized texture arg %#x\n", d3dta);
107             return GL_TEXTURE;
108     }
109 }
110
111 static GLenum invert_mapping(GLenum mapping) {
112     if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
113     else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
114
115     FIXME("Unhandled mapping %#x\n", mapping);
116     return mapping;
117 }
118
119 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
120     /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
121     * be used. */
122     if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
123     else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
124
125     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
126     * should be used for all input components. */
127     if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
128     else *component_usage = GL_RGB;
129
130     *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
131 }
132
133 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) {
134     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl*)iface;
135     tex_op_args tex_op_args = {{0}, {0}, {0}};
136     GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
137     GLenum target = GL_COMBINER0_NV + stage;
138     GLenum output;
139     IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* For GLINFO_LOCATION */
140
141     TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
142           stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
143
144     /* If a texture stage references an invalid texture unit the stage just
145     * passes through the result from the previous stage */
146     if (is_invalid_op(This, stage, op, arg1, arg2, arg3)) {
147         arg1 = WINED3DTA_CURRENT;
148         op = WINED3DTOP_SELECTARG1;
149     }
150
151     get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
152                          &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
153     get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
154                          &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
155     get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
156                          &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
157
158
159     if(dst == WINED3DTA_TEMP) {
160         output = GL_SPARE1_NV;
161     } else {
162         output = GL_SPARE0_NV;
163     }
164
165     /* This is called by a state handler which has the gl lock held and a context for the thread */
166     switch(op)
167     {
168         case WINED3DTOP_DISABLE:
169             /* Only for alpha */
170             if (!is_alpha) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
171             /* Input, prev_alpha*1 */
172             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
173                        GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
174             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
175                        GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
176
177             /* Output */
178             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
179                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
180             break;
181
182         case WINED3DTOP_SELECTARG1:
183         case WINED3DTOP_SELECTARG2:
184             /* Input, arg*1 */
185             if (op == WINED3DTOP_SELECTARG1) {
186                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
187                            tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
188             } else {
189                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
190                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
191             }
192             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
193                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
194
195             /* Output */
196             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
197                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
198             break;
199
200         case WINED3DTOP_MODULATE:
201         case WINED3DTOP_MODULATE2X:
202         case WINED3DTOP_MODULATE4X:
203             /* Input, arg1*arg2 */
204             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
205                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
206             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
207                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
208
209             /* Output */
210             if (op == WINED3DTOP_MODULATE) {
211                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
212                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
213             } else if (op == WINED3DTOP_MODULATE2X) {
214                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
215                            GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
216             } else if (op == WINED3DTOP_MODULATE4X) {
217                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
218                            GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
219             }
220             break;
221
222         case WINED3DTOP_ADD:
223         case WINED3DTOP_ADDSIGNED:
224         case WINED3DTOP_ADDSIGNED2X:
225             /* Input, arg1*1+arg2*1 */
226             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
227                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
228             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
229                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
230             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
231                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
232             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
233                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
234
235             /* Output */
236             if (op == WINED3DTOP_ADD) {
237                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
238                            output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
239             } else if (op == WINED3DTOP_ADDSIGNED) {
240                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
241                            output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
242             } else if (op == WINED3DTOP_ADDSIGNED2X) {
243                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
244                            output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
245             }
246             break;
247
248         case WINED3DTOP_SUBTRACT:
249             /* Input, arg1*1+-arg2*1 */
250             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
251                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
252             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
253                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
254             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
255                        tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
256             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
257                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
258
259             /* Output */
260             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
261                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
262             break;
263
264         case WINED3DTOP_ADDSMOOTH:
265             /* Input, arg1*1+(1-arg1)*arg2 */
266             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
267                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
268             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
269                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
270             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
271                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
272             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
273                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
274
275             /* Output */
276             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
277                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
278             break;
279
280         case WINED3DTOP_BLENDDIFFUSEALPHA:
281         case WINED3DTOP_BLENDTEXTUREALPHA:
282         case WINED3DTOP_BLENDFACTORALPHA:
283         case WINED3DTOP_BLENDTEXTUREALPHAPM:
284         case WINED3DTOP_BLENDCURRENTALPHA:
285         {
286             GLenum alpha_src = GL_PRIMARY_COLOR_NV;
287             if (op == WINED3DTOP_BLENDDIFFUSEALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
288             else if (op == WINED3DTOP_BLENDTEXTUREALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
289             else if (op == WINED3DTOP_BLENDFACTORALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
290             else if (op == WINED3DTOP_BLENDTEXTUREALPHAPM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
291             else if (op == WINED3DTOP_BLENDCURRENTALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
292             else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op));
293
294             /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
295             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
296                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
297             if (op == WINED3DTOP_BLENDTEXTUREALPHAPM)
298             {
299                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
300                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
301             } else {
302                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
303                            alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
304             }
305             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
306                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
307             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
308                        alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
309
310             /* Output */
311             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
312                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
313             break;
314         }
315
316         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
317             /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
318             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
319             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
320                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
321             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
322                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
323             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
324                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
325             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
326                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
327
328             /* Output */
329             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
330                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
331             break;
332
333         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
334             /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
335             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
336             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
337                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
338             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
339                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
340             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
341                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
342             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
343                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
344
345             /* Output */
346             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
347                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
348             break;
349
350         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
351             /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
352             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR)\n");
353             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
354                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
355             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
356                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
357             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
358                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
359             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
360                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
361
362             /* Output */
363             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
364                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
365             break;
366
367         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
368             /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
369             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA)\n");
370             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
371                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
372             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
373                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
374             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
375                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
376             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
377                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
378
379             /* Output */
380             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
381                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
382             break;
383
384         case WINED3DTOP_DOTPRODUCT3:
385             /* Input, arg1 . arg2 */
386             /* FIXME: DX7 uses a different calculation? */
387             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
388                        tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
389             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
390                        tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
391
392             /* Output */
393             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
394                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
395             break;
396
397         case WINED3DTOP_MULTIPLYADD:
398             /* Input, arg3*1+arg1*arg2 */
399             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
400                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
401             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
402                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
403             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
404                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
405             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
406                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
407
408             /* Output */
409             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
410                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
411             break;
412
413         case WINED3DTOP_LERP:
414             /* Input, arg3*arg1+(1-arg3)*arg2 */
415             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
416                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
417             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
418                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
419             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
420                        tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
421             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
422                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
423
424             /* Output */
425             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
426                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
427             break;
428
429         case WINED3DTOP_BUMPENVMAPLUMINANCE:
430         case WINED3DTOP_BUMPENVMAP:
431             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
432                 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
433                  * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
434                  * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
435                  * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
436                  */
437                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
438                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
439                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
440                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
441                 /* Always pass through to CURRENT, ignore temp arg */
442                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
443                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
444                 break;
445             }
446
447         default:
448             FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
449                   stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
450     }
451
452     checkGLcall("set_tex_op_nvrc()");
453 }
454
455
456 static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
457 {
458     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
459     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
460     BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
461     const struct wined3d_gl_info *gl_info = context->gl_info;
462
463     TRACE("Setting color op for stage %d\n", stage);
464
465     /* Using a pixel shader? Don't care for anything here, the shader applying does it */
466     if (use_ps(stateblock)) return;
467
468     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
469
470     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
471     {
472         if (tex_used && mapped_stage >= gl_info->max_textures)
473         {
474             FIXME("Attempt to enable unsupported stage!\n");
475             return;
476         }
477         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
478         checkGLcall("glActiveTextureARB");
479     }
480
481     if(stateblock->lowest_disabled_stage > 0) {
482         glEnable(GL_REGISTER_COMBINERS_NV);
483         GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
484     } else {
485         glDisable(GL_REGISTER_COMBINERS_NV);
486     }
487     if(stage >= stateblock->lowest_disabled_stage) {
488         TRACE("Stage disabled\n");
489         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
490         {
491             /* Disable everything here */
492             glDisable(GL_TEXTURE_2D);
493             checkGLcall("glDisable(GL_TEXTURE_2D)");
494             glDisable(GL_TEXTURE_3D);
495             checkGLcall("glDisable(GL_TEXTURE_3D)");
496             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
497                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
498                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
499             }
500             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
501                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
502                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
503             }
504             if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->max_textures)
505             {
506                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
507             }
508         }
509         /* All done */
510         return;
511     }
512
513     /* The sampler will also activate the correct texture dimensions, so no need to do it here
514      * if the sampler for this stage is dirty
515      */
516     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
517         if (tex_used) {
518             if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
519                 nvts_activate_dimensions(stage, stateblock, context);
520             } else {
521                 texture_activate_dimensions(stage, stateblock, context);
522             }
523         }
524     }
525
526     /* Set the texture combiners */
527     set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
528                         stateblock->textureState[stage][WINED3DTSS_COLOROP],
529                         stateblock->textureState[stage][WINED3DTSS_COLORARG1],
530                         stateblock->textureState[stage][WINED3DTSS_COLORARG2],
531                         stateblock->textureState[stage][WINED3DTSS_COLORARG0],
532                         mapped_stage,
533                         stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
534
535     /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
536      * thus the texture shader may have to be updated
537      */
538     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
539         BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
540                             stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
541         BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
542         if(usesBump != usedBump) {
543             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
544             checkGLcall("glActiveTextureARB");
545             nvts_activate_dimensions(stage + 1, stateblock, context);
546             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
547             checkGLcall("glActiveTextureARB");
548         }
549     }
550 }
551
552 static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
553 {
554     DWORD sampler = state - STATE_SAMPLER(0);
555     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
556
557     /* No need to enable / disable anything here for unused samplers. The tex_colorop
558     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
559     * will take care of this business
560     */
561     if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->max_textures) return;
562     if(sampler >= stateblock->lowest_disabled_stage) return;
563     if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
564
565     nvts_activate_dimensions(sampler, stateblock, context);
566 }
567
568 static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
569 {
570     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
571     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
572     float mat[2][2];
573
574     /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
575      * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
576      * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
577      * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
578      * for stage + 1. Keep the nvrc tex unit mapping in mind too
579      */
580     if (mapped_stage < context->gl_info->max_textures)
581     {
582         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
583         checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
584
585         /* We can't just pass a pointer to the stateblock to GL due to the different matrix
586          * format(column major vs row major)
587          */
588         mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
589         mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
590         mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
591         mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
592         glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
593         checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
594     }
595 }
596
597 static void nvrc_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
598 {
599     float col[4];
600     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
601     GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
602 }
603 #undef GLINFO_LOCATION
604
605 #define GLINFO_LOCATION (*gl_info)
606 /* Context activation is done by the caller. */
607 static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { }
608
609 /* Context activation is done by the caller. */
610 static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
611     ENTER_GL();
612     if(enable) {
613         glEnable(GL_TEXTURE_SHADER_NV);
614         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
615     } else {
616         glDisable(GL_TEXTURE_SHADER_NV);
617         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
618     }
619     LEAVE_GL();
620 }
621
622 static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype,
623         const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
624 {
625     pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD                        |
626                             WINED3DTEXOPCAPS_ADDSIGNED                  |
627                             WINED3DTEXOPCAPS_ADDSIGNED2X                |
628                             WINED3DTEXOPCAPS_MODULATE                   |
629                             WINED3DTEXOPCAPS_MODULATE2X                 |
630                             WINED3DTEXOPCAPS_MODULATE4X                 |
631                             WINED3DTEXOPCAPS_SELECTARG1                 |
632                             WINED3DTEXOPCAPS_SELECTARG2                 |
633                             WINED3DTEXOPCAPS_DISABLE                    |
634                             WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA          |
635                             WINED3DTEXOPCAPS_BLENDTEXTUREALPHA          |
636                             WINED3DTEXOPCAPS_BLENDFACTORALPHA           |
637                             WINED3DTEXOPCAPS_BLENDCURRENTALPHA          |
638                             WINED3DTEXOPCAPS_LERP                       |
639                             WINED3DTEXOPCAPS_SUBTRACT                   |
640                             WINED3DTEXOPCAPS_ADDSMOOTH                  |
641                             WINED3DTEXOPCAPS_MULTIPLYADD                |
642                             WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR     |
643                             WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA     |
644                             WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM        |
645                             WINED3DTEXOPCAPS_DOTPRODUCT3                |
646                             WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR  |
647                             WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
648
649     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
650         /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
651          * not support 3D textures. This asks for trouble if an app uses both bump mapping
652          * and 3D textures. It also allows us to keep the code simpler by having texture
653          * shaders constantly enabled.
654          */
655         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
656         /* TODO: Luminance bump map? */
657     }
658
659 #if 0
660     /* FIXME: Add
661             pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
662             WINED3DTEXOPCAPS_PREMODULATE */
663 #endif
664
665     pCaps->MaxTextureBlendStages = gl_info->max_texture_stages;
666     pCaps->MaxSimultaneousTextures = gl_info->max_textures;
667
668     pCaps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_TSSARGTEMP;
669
670     /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
671 #if 0
672     if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
673     pCaps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
674 #endif
675 }
676
677 static HRESULT nvrc_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
678 /* Context activation is done by the caller. */
679 static void nvrc_fragment_free(IWineD3DDevice *iface) {}
680
681 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
682  * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
683  * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
684  * register combiners extension(Pre-GF3).
685  */
686
687 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
688 {
689     if (TRACE_ON(d3d))
690     {
691         TRACE("Checking support for fixup:\n");
692         dump_color_fixup_desc(fixup);
693     }
694
695     /* We only support identity conversions. */
696     if (is_identity_fixup(fixup))
697     {
698         TRACE("[OK]\n");
699         return TRUE;
700     }
701
702     TRACE("[FAILED]\n");
703     return FALSE;
704 }
705
706 static const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
707     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
708     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
709     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
710     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
711     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
712     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
713     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
714     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
715     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
716     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
717     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
718     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
719     { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
720     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
721     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
722     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
723     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
724     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
725     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
726     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
727     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
728     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
729     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
730     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
731     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
732     { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
733     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
734     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
735     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
736     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
737     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
738     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
739     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
740     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
741     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
742     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
743     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
744     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
745     { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
746     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
747     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
748     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
749     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
750     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
751     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
752     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
753     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
754     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
755     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
756     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
757     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
758     { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
759     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
760     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
761     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
762     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
763     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
764     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
765     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
766     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
767     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
768     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
769     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
770     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
771     { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
772     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
773     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
774     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
775     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
776     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
777     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
778     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
779     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
780     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
781     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
782     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
783     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
784     { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
785     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
786     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
787     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
788     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
789     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
790     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
791     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
792     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
793     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
794     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
795     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
796     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
797     { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
798     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
799     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
800     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
801     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
802     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
803     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
804     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
805     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
806     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
807     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
808     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
809     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
810     { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
811     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
812     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
813     { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              nvrc_texfactor      }, WINED3D_GL_EXT_NONE             },
814     { STATE_RENDER(WINED3DRS_FOGCOLOR),                   { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      }, WINED3D_GL_EXT_NONE             },
815     { STATE_RENDER(WINED3DRS_FOGDENSITY),                 { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    }, WINED3D_GL_EXT_NONE             },
816     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
817     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
818     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
819     { STATE_RENDER(WINED3DRS_FOGSTART),                   { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend   }, WINED3D_GL_EXT_NONE             },
820     { STATE_RENDER(WINED3DRS_FOGEND),                     { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend   }, WINED3D_GL_EXT_NONE             },
821     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
822     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
823     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
824     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
825     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
826     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
827     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
828     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
829     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
830     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
831     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
832     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
833     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
834     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
835     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
836     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
837     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
838 };
839
840 const struct fragment_pipeline nvts_fragment_pipeline = {
841     nvts_enable,
842     nvrc_fragment_get_caps,
843     nvrc_fragment_alloc,
844     nvrc_fragment_free,
845     nvts_color_fixup_supported,
846     nvrc_fragmentstate_template,
847     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
848 };
849
850 const struct fragment_pipeline nvrc_fragment_pipeline = {
851     nvrc_enable,
852     nvrc_fragment_get_caps,
853     nvrc_fragment_alloc,
854     nvrc_fragment_free,
855     nvts_color_fixup_supported,
856     nvrc_fragmentstate_template,
857     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
858 };