2 * Fixed function pipeline replacement using GL_NV_register_combiners
3 * and GL_NV_texture_shader
5 * Copyright 2006 Henri Verbeet
6 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
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.
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.
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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 /* GL locking for state handlers is done by the caller. */
33 static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context)
37 if (stage > 0 && (state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3DTOP_BUMPENVMAPLUMINANCE
38 || state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3DTOP_BUMPENVMAP))
41 context->texShaderBumpMap |= (1 << stage);
43 context->texShaderBumpMap &= ~(1 << stage);
46 if (state->textures[stage])
48 switch (state->textures[stage]->target)
51 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
52 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
54 case GL_TEXTURE_RECTANGLE_ARB:
55 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
56 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
59 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
60 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
62 case GL_TEXTURE_CUBE_MAP_ARB:
63 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
64 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
68 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
69 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
77 GLenum component_usage[3];
80 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
82 case WINED3DTA_DIFFUSE:
83 return GL_PRIMARY_COLOR_NV;
85 case WINED3DTA_CURRENT:
86 if (stage) return GL_SPARE0_NV;
87 else return GL_PRIMARY_COLOR_NV;
89 case WINED3DTA_TEXTURE:
90 if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
91 else return GL_PRIMARY_COLOR_NV;
93 case WINED3DTA_TFACTOR:
94 return GL_CONSTANT_COLOR0_NV;
96 case WINED3DTA_SPECULAR:
97 return GL_SECONDARY_COLOR_NV;
102 case WINED3DTA_CONSTANT:
103 /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
104 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
105 return GL_CONSTANT_COLOR1_NV;
108 FIXME("Unrecognized texture arg %#x\n", d3dta);
113 static GLenum invert_mapping(GLenum mapping) {
114 if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
115 else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
117 FIXME("Unhandled mapping %#x\n", mapping);
121 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
122 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
124 if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
125 else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
127 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
128 * should be used for all input components. */
129 if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
130 else *component_usage = GL_RGB;
132 *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
135 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha,
136 int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
138 struct tex_op_args tex_op_args = {{0}, {0}, {0}};
139 GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
140 GLenum target = GL_COMBINER0_NV + stage;
143 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
144 stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
146 /* If a texture stage references an invalid texture unit the stage just
147 * passes through the result from the previous stage */
148 if (is_invalid_op(state, stage, op, arg1, arg2, arg3))
150 arg1 = WINED3DTA_CURRENT;
151 op = WINED3DTOP_SELECTARG1;
154 get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
155 &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
156 get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
157 &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
158 get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
159 &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
162 if(dst == WINED3DTA_TEMP) {
163 output = GL_SPARE1_NV;
165 output = GL_SPARE0_NV;
168 /* This is called by a state handler which has the gl lock held and a context for the thread */
171 case WINED3DTOP_DISABLE:
174 ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
175 /* Input, prev_alpha*1 */
176 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
177 GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
178 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
179 GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
182 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
183 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
186 case WINED3DTOP_SELECTARG1:
187 case WINED3DTOP_SELECTARG2:
189 if (op == WINED3DTOP_SELECTARG1) {
190 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
191 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
193 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
194 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
196 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
197 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
200 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
201 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
204 case WINED3DTOP_MODULATE:
205 case WINED3DTOP_MODULATE2X:
206 case WINED3DTOP_MODULATE4X:
207 /* Input, arg1*arg2 */
208 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
209 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
210 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
211 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
214 if (op == WINED3DTOP_MODULATE) {
215 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
216 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
217 } else if (op == WINED3DTOP_MODULATE2X) {
218 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
219 GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
220 } else if (op == WINED3DTOP_MODULATE4X) {
221 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
222 GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
227 case WINED3DTOP_ADDSIGNED:
228 case WINED3DTOP_ADDSIGNED2X:
229 /* Input, arg1*1+arg2*1 */
230 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
231 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
232 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
233 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
234 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
235 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
236 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
237 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
240 if (op == WINED3DTOP_ADD) {
241 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
242 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
243 } else if (op == WINED3DTOP_ADDSIGNED) {
244 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
245 output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
246 } else if (op == WINED3DTOP_ADDSIGNED2X) {
247 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
248 output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
252 case WINED3DTOP_SUBTRACT:
253 /* Input, arg1*1+-arg2*1 */
254 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
255 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
256 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
257 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
258 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
259 tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
260 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
261 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
264 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
265 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
268 case WINED3DTOP_ADDSMOOTH:
269 /* Input, arg1*1+(1-arg1)*arg2 */
270 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
271 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
272 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
273 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
274 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
275 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
276 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
277 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
280 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
281 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
284 case WINED3DTOP_BLENDDIFFUSEALPHA:
285 case WINED3DTOP_BLENDTEXTUREALPHA:
286 case WINED3DTOP_BLENDFACTORALPHA:
287 case WINED3DTOP_BLENDTEXTUREALPHAPM:
288 case WINED3DTOP_BLENDCURRENTALPHA:
290 GLenum alpha_src = GL_PRIMARY_COLOR_NV;
291 if (op == WINED3DTOP_BLENDDIFFUSEALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
292 else if (op == WINED3DTOP_BLENDTEXTUREALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
293 else if (op == WINED3DTOP_BLENDFACTORALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
294 else if (op == WINED3DTOP_BLENDTEXTUREALPHAPM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
295 else if (op == WINED3DTOP_BLENDCURRENTALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
296 else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op));
298 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
299 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
300 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
301 if (op == WINED3DTOP_BLENDTEXTUREALPHAPM)
303 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
304 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
306 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
307 alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
309 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
310 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
311 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
312 alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
315 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
316 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
320 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
321 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
323 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
324 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
325 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
326 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
327 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
328 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
329 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
330 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
331 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
334 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
335 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
338 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
339 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
341 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
342 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
343 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
344 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
345 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
346 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
347 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
348 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
349 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
352 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
353 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
356 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
357 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
359 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
360 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
361 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
362 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
363 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
364 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
365 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
366 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
367 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
370 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
371 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
374 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
375 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
377 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
378 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
379 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
380 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
381 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
382 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
383 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
384 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
385 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
388 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
389 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
392 case WINED3DTOP_DOTPRODUCT3:
393 /* Input, arg1 . arg2 */
394 /* FIXME: DX7 uses a different calculation? */
395 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
396 tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
397 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
398 tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
401 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
402 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
405 case WINED3DTOP_MULTIPLYADD:
406 /* Input, arg3*1+arg1*arg2 */
407 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
408 tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
409 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
410 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
411 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
412 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
413 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
414 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
417 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
418 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
421 case WINED3DTOP_LERP:
422 /* Input, arg3*arg1+(1-arg3)*arg2 */
423 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
424 tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
425 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
426 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
427 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
428 tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
429 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
430 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
433 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
434 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
437 case WINED3DTOP_BUMPENVMAPLUMINANCE:
438 case WINED3DTOP_BUMPENVMAP:
439 if (gl_info->supported[NV_TEXTURE_SHADER])
441 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
442 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
443 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
444 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
446 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
447 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
448 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
449 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
450 /* Always pass through to CURRENT, ignore temp arg */
451 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
452 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
457 FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
458 stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
461 checkGLcall("set_tex_op_nvrc()");
465 static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
467 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
468 const struct wined3d_device *device = context->swapchain->device;
469 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
470 DWORD mapped_stage = device->texUnitMap[stage];
471 const struct wined3d_gl_info *gl_info = context->gl_info;
473 TRACE("Setting color op for stage %u.\n", stage);
475 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
476 if (use_ps(state)) return;
478 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
480 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
482 if (tex_used && mapped_stage >= gl_info->limits.textures)
484 FIXME("Attempt to enable unsupported stage!\n");
487 context_active_texture(context, gl_info, mapped_stage);
490 if (state->lowest_disabled_stage > 0)
492 glEnable(GL_REGISTER_COMBINERS_NV);
493 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, state->lowest_disabled_stage));
497 glDisable(GL_REGISTER_COMBINERS_NV);
499 if (stage >= state->lowest_disabled_stage)
501 TRACE("Stage disabled\n");
502 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
504 /* Disable everything here */
505 glDisable(GL_TEXTURE_2D);
506 checkGLcall("glDisable(GL_TEXTURE_2D)");
507 glDisable(GL_TEXTURE_3D);
508 checkGLcall("glDisable(GL_TEXTURE_3D)");
509 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
511 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
512 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
514 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
516 glDisable(GL_TEXTURE_RECTANGLE_ARB);
517 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
519 if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
521 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
528 /* The sampler will also activate the correct texture dimensions, so no need to do it here
529 * if the sampler for this stage is dirty
531 if (!isStateDirty(context, STATE_SAMPLER(stage)))
535 if (gl_info->supported[NV_TEXTURE_SHADER2])
537 nvts_activate_dimensions(state, stage, context);
541 texture_activate_dimensions(state->textures[stage], gl_info);
546 /* Set the texture combiners */
547 set_tex_op_nvrc(gl_info, state, FALSE, stage,
548 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
549 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
550 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
551 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0],
553 state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
555 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
556 * thus the texture shader may have to be updated
558 if (gl_info->supported[NV_TEXTURE_SHADER2])
560 BOOL usesBump = (state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3DTOP_BUMPENVMAPLUMINANCE
561 || state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3DTOP_BUMPENVMAP);
562 BOOL usedBump = !!(context->texShaderBumpMap & 1 << (stage + 1));
563 if (usesBump != usedBump)
565 context_active_texture(context, gl_info, mapped_stage + 1);
566 nvts_activate_dimensions(state, stage + 1, context);
567 context_active_texture(context, gl_info, mapped_stage);
572 static void nvts_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
574 DWORD sampler = state_id - STATE_SAMPLER(0);
575 DWORD mapped_stage = context->swapchain->device->texUnitMap[sampler];
577 /* No need to enable / disable anything here for unused samplers. The tex_colorop
578 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
579 * will take care of this business. */
580 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
582 if (sampler >= state->lowest_disabled_stage)
584 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
587 nvts_activate_dimensions(state, sampler, context);
590 static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
592 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
593 DWORD mapped_stage = context->swapchain->device->texUnitMap[stage + 1];
594 const struct wined3d_gl_info *gl_info = context->gl_info;
597 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
598 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
599 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
600 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
601 * for stage + 1. Keep the nvrc tex unit mapping in mind too
603 if (mapped_stage < gl_info->limits.textures)
605 context_active_texture(context, gl_info, mapped_stage);
607 /* We can't just pass a pointer to the state to GL due to the
608 * different matrix format (column major vs row major). */
609 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
610 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
611 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
612 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
613 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat);
614 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
618 static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
620 const struct wined3d_gl_info *gl_info = context->gl_info;
623 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
624 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
627 /* Context activation is done by the caller. */
628 static void nvrc_enable(BOOL enable) {}
630 /* Context activation and GL locking are done by the caller. */
631 static void nvts_enable(BOOL enable)
634 glEnable(GL_TEXTURE_SHADER_NV);
635 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
637 glDisable(GL_TEXTURE_SHADER_NV);
638 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
642 static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
644 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
646 /* The caps below can be supported but aren't handled yet in utils.c
647 * 'd3dta_to_combiner_input', disable them until support is fixed */
649 if (gl_info->supported[NV_REGISTER_COMBINERS2])
650 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
653 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
654 | WINED3DTEXOPCAPS_ADDSIGNED
655 | WINED3DTEXOPCAPS_ADDSIGNED2X
656 | WINED3DTEXOPCAPS_MODULATE
657 | WINED3DTEXOPCAPS_MODULATE2X
658 | WINED3DTEXOPCAPS_MODULATE4X
659 | WINED3DTEXOPCAPS_SELECTARG1
660 | WINED3DTEXOPCAPS_SELECTARG2
661 | WINED3DTEXOPCAPS_DISABLE
662 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
663 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
664 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
665 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
666 | WINED3DTEXOPCAPS_LERP
667 | WINED3DTEXOPCAPS_SUBTRACT
668 | WINED3DTEXOPCAPS_ADDSMOOTH
669 | WINED3DTEXOPCAPS_MULTIPLYADD
670 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
671 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
672 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
673 | WINED3DTEXOPCAPS_DOTPRODUCT3
674 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
675 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
677 if (gl_info->supported[NV_TEXTURE_SHADER2])
679 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
680 * not support 3D textures. This asks for trouble if an app uses both bump mapping
681 * and 3D textures. It also allows us to keep the code simpler by having texture
682 * shaders constantly enabled. */
683 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
684 /* TODO: Luminance bump map? */
689 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
690 WINED3DTEXOPCAPS_PREMODULATE */
693 caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
694 caps->MaxSimultaneousTextures = gl_info->limits.textures;
697 static HRESULT nvrc_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
698 /* Context activation is done by the caller. */
699 static void nvrc_fragment_free(struct wined3d_device *device) {}
701 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
702 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
703 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
704 * register combiners extension(Pre-GF3).
707 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
711 TRACE("Checking support for fixup:\n");
712 dump_color_fixup_desc(fixup);
715 /* We only support identity conversions. */
716 if (is_identity_fixup(fixup))
726 static const struct StateEntryTemplate nvrc_fragmentstate_template[] =
728 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
729 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
730 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
731 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
732 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
733 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
734 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
735 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
736 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
737 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
738 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
739 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
740 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
741 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
742 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
743 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
744 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
745 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
746 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
747 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
748 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
749 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
750 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
751 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
752 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
753 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
754 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
755 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
756 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
757 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
758 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
759 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
760 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
761 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
762 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
763 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
764 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
765 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
766 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
767 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
768 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
769 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
770 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
771 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
772 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
773 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
774 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
775 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
776 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
777 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
778 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
779 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
780 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
781 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
782 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
783 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
784 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
785 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
786 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
787 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
788 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
789 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
790 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
791 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
792 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
793 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
794 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
795 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
796 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
797 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
798 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
799 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
800 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
801 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
802 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
803 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
804 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
805 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
806 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
807 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
808 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
809 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
810 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
811 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
812 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
813 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
814 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
815 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
816 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
817 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
818 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
819 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
820 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
821 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
822 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
823 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
824 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
825 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
826 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
827 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
828 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 },
829 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
830 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
831 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
832 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
833 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
834 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE },
835 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
836 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
837 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
838 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
839 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
840 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
841 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
842 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim }, NV_TEXTURE_SHADER2 },
843 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
844 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim }, NV_TEXTURE_SHADER2 },
845 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
846 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim }, NV_TEXTURE_SHADER2 },
847 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
848 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim }, NV_TEXTURE_SHADER2 },
849 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
850 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim }, NV_TEXTURE_SHADER2 },
851 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
852 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim }, NV_TEXTURE_SHADER2 },
853 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
854 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim }, NV_TEXTURE_SHADER2 },
855 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
856 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim }, NV_TEXTURE_SHADER2 },
857 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
858 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
861 const struct fragment_pipeline nvts_fragment_pipeline = {
863 nvrc_fragment_get_caps,
866 nvts_color_fixup_supported,
867 nvrc_fragmentstate_template,
868 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
871 const struct fragment_pipeline nvrc_fragment_pipeline = {
873 nvrc_fragment_get_caps,
876 nvts_color_fixup_supported,
877 nvrc_fragmentstate_template,
878 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */