winealsa: Fix AudioRenderClient Get/ReleaseBuffer protocol.
[wine] / dlls / wined3d / nvidia_texture_shader.c
1 /*
2  * Fixed function pipeline replacement using GL_NV_register_combiners
3  * and GL_NV_texture_shader
4  *
5  * Copyright 2006 Henri Verbeet
6  * Copyright 2008 Stefan Dösinger(for CodeWeavers)
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22 #include "config.h"
23
24 #include <math.h>
25 #include <stdio.h>
26
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 /* GL locking for state handlers is done by the caller. */
32
33 static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context)
34 {
35     BOOL bumpmap = FALSE;
36
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))
39     {
40         bumpmap = TRUE;
41         context->texShaderBumpMap |= (1 << stage);
42     } else {
43         context->texShaderBumpMap &= ~(1 << stage);
44     }
45
46     if (state->textures[stage])
47     {
48         switch (state->textures[stage]->target)
49         {
50             case GL_TEXTURE_2D:
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, ...)");
53                 break;
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, ...)");
57                 break;
58             case GL_TEXTURE_3D:
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)");
61                 break;
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)");
65                 break;
66         }
67     } else {
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)");
70     }
71 }
72
73 struct tex_op_args
74 {
75     GLenum input[3];
76     GLenum mapping[3];
77     GLenum component_usage[3];
78 };
79
80 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
81     switch (d3dta) {
82         case WINED3DTA_DIFFUSE:
83             return GL_PRIMARY_COLOR_NV;
84
85         case WINED3DTA_CURRENT:
86             if (stage) return GL_SPARE0_NV;
87             else return GL_PRIMARY_COLOR_NV;
88
89         case WINED3DTA_TEXTURE:
90             if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
91             else return GL_PRIMARY_COLOR_NV;
92
93         case WINED3DTA_TFACTOR:
94             return GL_CONSTANT_COLOR0_NV;
95
96         case WINED3DTA_SPECULAR:
97             return GL_SECONDARY_COLOR_NV;
98
99         case WINED3DTA_TEMP:
100             return GL_SPARE1_NV;
101
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;
106
107         default:
108             FIXME("Unrecognized texture arg %#x\n", d3dta);
109             return GL_TEXTURE;
110     }
111 }
112
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;
116
117     FIXME("Unhandled mapping %#x\n", mapping);
118     return mapping;
119 }
120
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
123     * be used. */
124     if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
125     else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
126
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;
131
132     *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
133 }
134
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)
137 {
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;
141     GLenum output;
142
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);
145
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))
149     {
150         arg1 = WINED3DTA_CURRENT;
151         op = WINED3DTOP_SELECTARG1;
152     }
153
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);
160
161
162     if(dst == WINED3DTA_TEMP) {
163         output = GL_SPARE1_NV;
164     } else {
165         output = GL_SPARE0_NV;
166     }
167
168     /* This is called by a state handler which has the gl lock held and a context for the thread */
169     switch(op)
170     {
171         case WINED3DTOP_DISABLE:
172             /* Only for alpha */
173             if (!is_alpha)
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));
180
181             /* Output */
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));
184             break;
185
186         case WINED3DTOP_SELECTARG1:
187         case WINED3DTOP_SELECTARG2:
188             /* Input, arg*1 */
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]));
192             } else {
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]));
195             }
196             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
197                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
198
199             /* Output */
200             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
201                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
202             break;
203
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]));
212
213             /* Output */
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));
223             }
224             break;
225
226         case WINED3DTOP_ADD:
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));
238
239             /* Output */
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));
249             }
250             break;
251
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));
262
263             /* Output */
264             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
265                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
266             break;
267
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]));
278
279             /* Output */
280             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
281                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
282             break;
283
284         case WINED3DTOP_BLENDDIFFUSEALPHA:
285         case WINED3DTOP_BLENDTEXTUREALPHA:
286         case WINED3DTOP_BLENDFACTORALPHA:
287         case WINED3DTOP_BLENDTEXTUREALPHAPM:
288         case WINED3DTOP_BLENDCURRENTALPHA:
289         {
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));
297
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)
302             {
303                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
304                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
305             } else {
306                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
307                            alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
308             }
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));
313
314             /* Output */
315             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
316                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
317             break;
318         }
319
320         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
321             /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
322             if (is_alpha)
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));
332
333             /* Output */
334             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
335                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
336             break;
337
338         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
339             /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
340             if (is_alpha)
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));
350
351             /* Output */
352             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
353                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
354             break;
355
356         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
357             /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
358             if (is_alpha)
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));
368
369             /* Output */
370             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
371                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
372             break;
373
374         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
375             /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
376             if (is_alpha)
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));
386
387             /* Output */
388             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
389                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
390             break;
391
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]));
399
400             /* Output */
401             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
402                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
403             break;
404
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]));
415
416             /* Output */
417             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
418                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
419             break;
420
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]));
431
432             /* Output */
433             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
434                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
435             break;
436
437         case WINED3DTOP_BUMPENVMAPLUMINANCE:
438         case WINED3DTOP_BUMPENVMAP:
439             if (gl_info->supported[NV_TEXTURE_SHADER])
440             {
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
445                  */
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));
453                 break;
454             }
455
456         default:
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);
459     }
460
461     checkGLcall("set_tex_op_nvrc()");
462 }
463
464
465 static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
466 {
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;
472
473     TRACE("Setting color op for stage %u.\n", stage);
474
475     /* Using a pixel shader? Don't care for anything here, the shader applying does it */
476     if (use_ps(state)) return;
477
478     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
479
480     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
481     {
482         if (tex_used && mapped_stage >= gl_info->limits.textures)
483         {
484             FIXME("Attempt to enable unsupported stage!\n");
485             return;
486         }
487         context_active_texture(context, gl_info, mapped_stage);
488     }
489
490     if (state->lowest_disabled_stage > 0)
491     {
492         glEnable(GL_REGISTER_COMBINERS_NV);
493         GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, state->lowest_disabled_stage));
494     }
495     else
496     {
497         glDisable(GL_REGISTER_COMBINERS_NV);
498     }
499     if (stage >= state->lowest_disabled_stage)
500     {
501         TRACE("Stage disabled\n");
502         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
503         {
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])
510             {
511                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
512                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
513             }
514             if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
515             {
516                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
517                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
518             }
519             if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
520             {
521                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
522             }
523         }
524         /* All done */
525         return;
526     }
527
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
530      */
531     if (!isStateDirty(context, STATE_SAMPLER(stage)))
532     {
533         if (tex_used)
534         {
535             if (gl_info->supported[NV_TEXTURE_SHADER2])
536             {
537                 nvts_activate_dimensions(state, stage, context);
538             }
539             else
540             {
541                 texture_activate_dimensions(state->textures[stage], gl_info);
542             }
543         }
544     }
545
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],
552             mapped_stage,
553             state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
554
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
557      */
558     if (gl_info->supported[NV_TEXTURE_SHADER2])
559     {
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)
564         {
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);
568         }
569     }
570 }
571
572 static void nvts_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
573 {
574     DWORD sampler = state_id - STATE_SAMPLER(0);
575     DWORD mapped_stage = context->swapchain->device->texUnitMap[sampler];
576
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)
581         return;
582     if (sampler >= state->lowest_disabled_stage)
583         return;
584     if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
585         return;
586
587     nvts_activate_dimensions(state, sampler, context);
588 }
589
590 static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
591 {
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;
595     float mat[2][2];
596
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
602      */
603     if (mapped_stage < gl_info->limits.textures)
604     {
605         context_active_texture(context, gl_info, mapped_stage);
606
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)");
615     }
616 }
617
618 static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
619 {
620     const struct wined3d_gl_info *gl_info = context->gl_info;
621     float col[4];
622
623     D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
624     GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
625 }
626
627 /* Context activation is done by the caller. */
628 static void nvrc_enable(BOOL enable) {}
629
630 /* Context activation and GL locking are done by the caller. */
631 static void nvts_enable(BOOL enable)
632 {
633     if(enable) {
634         glEnable(GL_TEXTURE_SHADER_NV);
635         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
636     } else {
637         glDisable(GL_TEXTURE_SHADER_NV);
638         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
639     }
640 }
641
642 static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
643 {
644     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
645
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 */
648 #if 0
649     if (gl_info->supported[NV_REGISTER_COMBINERS2])
650         caps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
651 #endif
652
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;
676
677     if (gl_info->supported[NV_TEXTURE_SHADER2])
678     {
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? */
685     }
686
687 #if 0
688     /* FIXME: Add
689             caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
690             WINED3DTEXOPCAPS_PREMODULATE */
691 #endif
692
693     caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
694     caps->MaxSimultaneousTextures = gl_info->limits.textures;
695 }
696
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) {}
700
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).
705  */
706
707 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
708 {
709     if (TRACE_ON(d3d))
710     {
711         TRACE("Checking support for fixup:\n");
712         dump_color_fixup_desc(fixup);
713     }
714
715     /* We only support identity conversions. */
716     if (is_identity_fixup(fixup))
717     {
718         TRACE("[OK]\n");
719         return TRUE;
720     }
721
722     TRACE("[FAILED]\n");
723     return FALSE;
724 }
725
726 static const struct StateEntryTemplate nvrc_fragmentstate_template[] =
727 {
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             },
859 };
860
861 const struct fragment_pipeline nvts_fragment_pipeline = {
862     nvts_enable,
863     nvrc_fragment_get_caps,
864     nvrc_fragment_alloc,
865     nvrc_fragment_free,
866     nvts_color_fixup_supported,
867     nvrc_fragmentstate_template,
868     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
869 };
870
871 const struct fragment_pipeline nvrc_fragment_pipeline = {
872     nvrc_enable,
873     nvrc_fragment_get_caps,
874     nvrc_fragment_alloc,
875     nvrc_fragment_free,
876     nvts_color_fixup_supported,
877     nvrc_fragmentstate_template,
878     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
879 };