comctl32: Add a trailing '\n' to a Wine trace.
[wine] / dlls / wined3d / nvidia_texture_shader.c
1 /*
2  * Fixed function pipeline replacement using GL_NV_register_combiners
3  * and GL_NV_texture_shader
4  *
5  * Copyright 2006 Henri Verbeet
6  * Copyright 2008 Stefan Dösinger(for CodeWeavers)
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22 #include "config.h"
23
24 #include <math.h>
25 #include <stdio.h>
26
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
32
33 /* GL locking for state handlers is done by the caller. */
34
35 static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
36 {
37     BOOL bumpmap = FALSE;
38
39     if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
40                      stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
41         bumpmap = TRUE;
42         context->texShaderBumpMap |= (1 << stage);
43     } else {
44         context->texShaderBumpMap &= ~(1 << stage);
45     }
46
47     if(stateblock->textures[stage]) {
48         switch(IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
49             case GL_TEXTURE_2D:
50                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
51                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
52                 break;
53             case GL_TEXTURE_RECTANGLE_ARB:
54                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
55                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
56                 break;
57             case GL_TEXTURE_3D:
58                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
59                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
60                 break;
61             case GL_TEXTURE_CUBE_MAP_ARB:
62                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
63                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
64                 break;
65         }
66     } else {
67         glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
68         checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
69     }
70 }
71
72 typedef struct {
73     GLenum input[3];
74     GLenum mapping[3];
75     GLenum component_usage[3];
76 } tex_op_args;
77
78 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
79     switch (d3dta) {
80         case WINED3DTA_DIFFUSE:
81             return GL_PRIMARY_COLOR_NV;
82
83         case WINED3DTA_CURRENT:
84             if (stage) return GL_SPARE0_NV;
85             else return GL_PRIMARY_COLOR_NV;
86
87         case WINED3DTA_TEXTURE:
88             if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
89             else return GL_PRIMARY_COLOR_NV;
90
91         case WINED3DTA_TFACTOR:
92             return GL_CONSTANT_COLOR0_NV;
93
94         case WINED3DTA_SPECULAR:
95             return GL_SECONDARY_COLOR_NV;
96
97         case WINED3DTA_TEMP:
98             return GL_SPARE1_NV;
99
100         case WINED3DTA_CONSTANT:
101             /* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
102             FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
103             return GL_CONSTANT_COLOR1_NV;
104
105         default:
106             FIXME("Unrecognized texture arg %#x\n", d3dta);
107             return GL_TEXTURE;
108     }
109 }
110
111 static GLenum invert_mapping(GLenum mapping) {
112     if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
113     else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
114
115     FIXME("Unhandled mapping %#x\n", mapping);
116     return mapping;
117 }
118
119 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
120     /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
121     * be used. */
122     if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
123     else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
124
125     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
126     * should be used for all input components. */
127     if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
128     else *component_usage = GL_RGB;
129
130     *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
131 }
132
133 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) {
134     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl*)iface;
135     tex_op_args tex_op_args = {{0}, {0}, {0}};
136     GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
137     GLenum target = GL_COMBINER0_NV + stage;
138     GLenum output;
139     IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* For GLINFO_LOCATION */
140
141     TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
142           stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
143
144     /* If a texture stage references an invalid texture unit the stage just
145     * passes through the result from the previous stage */
146     if (is_invalid_op(This, stage, op, arg1, arg2, arg3)) {
147         arg1 = WINED3DTA_CURRENT;
148         op = WINED3DTOP_SELECTARG1;
149     }
150
151     get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
152                          &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
153     get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
154                          &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
155     get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
156                          &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
157
158
159     if(dst == WINED3DTA_TEMP) {
160         output = GL_SPARE1_NV;
161     } else {
162         output = GL_SPARE0_NV;
163     }
164
165     /* This is called by a state handler which has the gl lock held and a context for the thread */
166     switch(op)
167     {
168         case WINED3DTOP_DISABLE:
169             /* Only for alpha */
170             if (!is_alpha) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
171             /* Input, prev_alpha*1 */
172             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
173                        GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
174             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
175                        GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
176
177             /* Output */
178             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
179                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
180             break;
181
182         case WINED3DTOP_SELECTARG1:
183         case WINED3DTOP_SELECTARG2:
184             /* Input, arg*1 */
185             if (op == WINED3DTOP_SELECTARG1) {
186                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
187                            tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
188             } else {
189                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
190                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
191             }
192             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
193                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
194
195             /* Output */
196             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
197                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
198             break;
199
200         case WINED3DTOP_MODULATE:
201         case WINED3DTOP_MODULATE2X:
202         case WINED3DTOP_MODULATE4X:
203             /* Input, arg1*arg2 */
204             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
205                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
206             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
207                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
208
209             /* Output */
210             if (op == WINED3DTOP_MODULATE) {
211                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
212                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
213             } else if (op == WINED3DTOP_MODULATE2X) {
214                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
215                            GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
216             } else if (op == WINED3DTOP_MODULATE4X) {
217                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
218                            GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
219             }
220             break;
221
222         case WINED3DTOP_ADD:
223         case WINED3DTOP_ADDSIGNED:
224         case WINED3DTOP_ADDSIGNED2X:
225             /* Input, arg1*1+arg2*1 */
226             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
227                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
228             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
229                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
230             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
231                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
232             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
233                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
234
235             /* Output */
236             if (op == WINED3DTOP_ADD) {
237                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
238                            output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
239             } else if (op == WINED3DTOP_ADDSIGNED) {
240                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
241                            output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
242             } else if (op == WINED3DTOP_ADDSIGNED2X) {
243                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
244                            output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
245             }
246             break;
247
248         case WINED3DTOP_SUBTRACT:
249             /* Input, arg1*1+-arg2*1 */
250             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
251                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
252             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
253                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
254             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
255                        tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
256             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
257                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
258
259             /* Output */
260             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
261                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
262             break;
263
264         case WINED3DTOP_ADDSMOOTH:
265             /* Input, arg1*1+(1-arg1)*arg2 */
266             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
267                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
268             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
269                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
270             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
271                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
272             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
273                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
274
275             /* Output */
276             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
277                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
278             break;
279
280         case WINED3DTOP_BLENDDIFFUSEALPHA:
281         case WINED3DTOP_BLENDTEXTUREALPHA:
282         case WINED3DTOP_BLENDFACTORALPHA:
283         case WINED3DTOP_BLENDTEXTUREALPHAPM:
284         case WINED3DTOP_BLENDCURRENTALPHA:
285         {
286             GLenum alpha_src = GL_PRIMARY_COLOR_NV;
287             if (op == WINED3DTOP_BLENDDIFFUSEALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
288             else if (op == WINED3DTOP_BLENDTEXTUREALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
289             else if (op == WINED3DTOP_BLENDFACTORALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
290             else if (op == WINED3DTOP_BLENDTEXTUREALPHAPM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
291             else if (op == WINED3DTOP_BLENDCURRENTALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
292             else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op));
293
294             /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
295             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
296                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
297             if (op == WINED3DTOP_BLENDTEXTUREALPHAPM)
298             {
299                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
300                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
301             } else {
302                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
303                            alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
304             }
305             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
306                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
307             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
308                        alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
309
310             /* Output */
311             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
312                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
313             break;
314         }
315
316         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
317             /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
318             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
319             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
320                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
321             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
322                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
323             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
324                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
325             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
326                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
327
328             /* Output */
329             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
330                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
331             break;
332
333         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
334             /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
335             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
336             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
337                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
338             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
339                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
340             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
341                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
342             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
343                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
344
345             /* Output */
346             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
347                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
348             break;
349
350         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
351             /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
352             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR)\n");
353             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
354                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
355             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
356                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
357             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
358                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
359             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
360                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
361
362             /* Output */
363             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
364                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
365             break;
366
367         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
368             /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
369             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA)\n");
370             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
371                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
372             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
373                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
374             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
375                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
376             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
377                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
378
379             /* Output */
380             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
381                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
382             break;
383
384         case WINED3DTOP_DOTPRODUCT3:
385             /* Input, arg1 . arg2 */
386             /* FIXME: DX7 uses a different calculation? */
387             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
388                        tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
389             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
390                        tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
391
392             /* Output */
393             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
394                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
395             break;
396
397         case WINED3DTOP_MULTIPLYADD:
398             /* Input, arg3*1+arg1*arg2 */
399             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
400                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
401             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
402                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
403             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
404                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
405             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
406                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
407
408             /* Output */
409             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
410                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
411             break;
412
413         case WINED3DTOP_LERP:
414             /* Input, arg3*arg1+(1-arg3)*arg2 */
415             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
416                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
417             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
418                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
419             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
420                        tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
421             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
422                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
423
424             /* Output */
425             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
426                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
427             break;
428
429         case WINED3DTOP_BUMPENVMAPLUMINANCE:
430         case WINED3DTOP_BUMPENVMAP:
431             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
432                 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
433                  * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
434                  * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
435                  * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
436                  */
437                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
438                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
439                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
440                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
441                 /* Always pass through to CURRENT, ignore temp arg */
442                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
443                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
444                 break;
445             }
446
447         default:
448             FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
449                   stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
450     }
451
452     checkGLcall("set_tex_op_nvrc()");
453 }
454
455
456 static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
457 {
458     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
459     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
460     BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
461
462     TRACE("Setting color op for stage %d\n", stage);
463
464     /* Using a pixel shader? Don't care for anything here, the shader applying does it */
465     if (use_ps(stateblock)) return;
466
467     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
468
469     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
470     {
471         if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
472             FIXME("Attempt to enable unsupported stage!\n");
473             return;
474         }
475         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
476         checkGLcall("glActiveTextureARB");
477     }
478
479     if(stateblock->lowest_disabled_stage > 0) {
480         glEnable(GL_REGISTER_COMBINERS_NV);
481         GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
482     } else {
483         glDisable(GL_REGISTER_COMBINERS_NV);
484     }
485     if(stage >= stateblock->lowest_disabled_stage) {
486         TRACE("Stage disabled\n");
487         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
488         {
489             /* Disable everything here */
490             glDisable(GL_TEXTURE_2D);
491             checkGLcall("glDisable(GL_TEXTURE_2D)");
492             glDisable(GL_TEXTURE_3D);
493             checkGLcall("glDisable(GL_TEXTURE_3D)");
494             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
495                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
496                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
497             }
498             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
499                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
500                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
501             }
502             if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
503                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
504             }
505         }
506         /* All done */
507         return;
508     }
509
510     /* The sampler will also activate the correct texture dimensions, so no need to do it here
511      * if the sampler for this stage is dirty
512      */
513     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
514         if (tex_used) {
515             if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
516                 nvts_activate_dimensions(stage, stateblock, context);
517             } else {
518                 texture_activate_dimensions(stage, stateblock, context);
519             }
520         }
521     }
522
523     /* Set the texture combiners */
524     set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
525                         stateblock->textureState[stage][WINED3DTSS_COLOROP],
526                         stateblock->textureState[stage][WINED3DTSS_COLORARG1],
527                         stateblock->textureState[stage][WINED3DTSS_COLORARG2],
528                         stateblock->textureState[stage][WINED3DTSS_COLORARG0],
529                         mapped_stage,
530                         stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
531
532     /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
533      * thus the texture shader may have to be updated
534      */
535     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
536         BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
537                             stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
538         BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
539         if(usesBump != usedBump) {
540             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
541             checkGLcall("glActiveTextureARB");
542             nvts_activate_dimensions(stage + 1, stateblock, context);
543             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
544             checkGLcall("glActiveTextureARB");
545         }
546     }
547 }
548
549 static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
550 {
551     DWORD sampler = state - STATE_SAMPLER(0);
552     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
553
554     /* No need to enable / disable anything here for unused samplers. The tex_colorop
555     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
556     * will take care of this business
557     */
558     if(mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= GL_LIMITS(textures)) return;
559     if(sampler >= stateblock->lowest_disabled_stage) return;
560     if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
561
562     nvts_activate_dimensions(sampler, stateblock, context);
563 }
564
565 static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
566 {
567     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
568     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
569     float mat[2][2];
570
571     /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
572      * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
573      * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
574      * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
575      * for stage + 1. Keep the nvrc tex unit mapping in mind too
576      */
577     if(mapped_stage < GL_LIMITS(textures)) {
578         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
579         checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
580
581         /* We can't just pass a pointer to the stateblock to GL due to the different matrix
582          * format(column major vs row major)
583          */
584         mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
585         mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
586         mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
587         mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
588         glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
589         checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
590     }
591 }
592
593 static void nvrc_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
594 {
595     float col[4];
596     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
597     GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
598 }
599 #undef GLINFO_LOCATION
600
601 #define GLINFO_LOCATION (*gl_info)
602 /* Context activation is done by the caller. */
603 static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { }
604
605 /* Context activation is done by the caller. */
606 static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
607     ENTER_GL();
608     if(enable) {
609         glEnable(GL_TEXTURE_SHADER_NV);
610         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
611     } else {
612         glDisable(GL_TEXTURE_SHADER_NV);
613         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
614     }
615     LEAVE_GL();
616 }
617
618 static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype,
619         const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
620 {
621     pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD                        |
622                             WINED3DTEXOPCAPS_ADDSIGNED                  |
623                             WINED3DTEXOPCAPS_ADDSIGNED2X                |
624                             WINED3DTEXOPCAPS_MODULATE                   |
625                             WINED3DTEXOPCAPS_MODULATE2X                 |
626                             WINED3DTEXOPCAPS_MODULATE4X                 |
627                             WINED3DTEXOPCAPS_SELECTARG1                 |
628                             WINED3DTEXOPCAPS_SELECTARG2                 |
629                             WINED3DTEXOPCAPS_DISABLE                    |
630                             WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA          |
631                             WINED3DTEXOPCAPS_BLENDTEXTUREALPHA          |
632                             WINED3DTEXOPCAPS_BLENDFACTORALPHA           |
633                             WINED3DTEXOPCAPS_BLENDCURRENTALPHA          |
634                             WINED3DTEXOPCAPS_LERP                       |
635                             WINED3DTEXOPCAPS_SUBTRACT                   |
636                             WINED3DTEXOPCAPS_ADDSMOOTH                  |
637                             WINED3DTEXOPCAPS_MULTIPLYADD                |
638                             WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR     |
639                             WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA     |
640                             WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM        |
641                             WINED3DTEXOPCAPS_DOTPRODUCT3                |
642                             WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR  |
643                             WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
644
645     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
646         /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
647          * not support 3D textures. This asks for trouble if an app uses both bump mapping
648          * and 3D textures. It also allows us to keep the code simpler by having texture
649          * shaders constantly enabled.
650          */
651         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
652         /* TODO: Luminance bump map? */
653     }
654
655 #if 0
656     /* FIXME: Add
657             pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
658             WINED3DTEXOPCAPS_PREMODULATE */
659 #endif
660
661     pCaps->MaxTextureBlendStages   = GL_LIMITS(texture_stages);
662     pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
663
664     pCaps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_TSSARGTEMP;
665
666     /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
667 #if 0
668     if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
669     pCaps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
670 #endif
671 }
672
673 static HRESULT nvrc_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
674 /* Context activation is done by the caller. */
675 static void nvrc_fragment_free(IWineD3DDevice *iface) {}
676
677 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
678  * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
679  * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
680  * register combiners extension(Pre-GF3).
681  */
682
683 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
684 {
685     if (TRACE_ON(d3d))
686     {
687         TRACE("Checking support for fixup:\n");
688         dump_color_fixup_desc(fixup);
689     }
690
691     /* We only support identity conversions. */
692     if (is_identity_fixup(fixup))
693     {
694         TRACE("[OK]\n");
695         return TRUE;
696     }
697
698     TRACE("[FAILED]\n");
699     return FALSE;
700 }
701
702 static const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
703     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
704     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
705     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
706     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
707     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
708     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
709     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
710     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
711     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
712     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
713     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
714     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
715     { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
716     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
717     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
718     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
719     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
720     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
721     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
722     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
723     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
724     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
725     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
726     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
727     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
728     { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
729     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
730     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
731     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
732     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
733     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
734     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
735     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
736     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
737     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
738     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
739     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
740     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
741     { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
742     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
743     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
744     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
745     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
746     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
747     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
748     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
749     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
750     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
751     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
752     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
753     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
754     { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
755     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
756     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
757     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
758     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
759     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
760     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
761     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
762     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
763     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
764     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
765     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
766     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
767     { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
768     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
769     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
770     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
771     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
772     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
773     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
774     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
775     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
776     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
777     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
778     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
779     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
780     { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
781     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
782     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
783     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
784     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
785     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
786     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
787     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
788     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
789     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
790     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
791     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
792     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
793     { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
794     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
795     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
796     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
797     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
798     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
799     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
800     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
801     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
802     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
803     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
804     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
805     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
806     { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
807     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
808     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
809     { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              nvrc_texfactor      }, WINED3D_GL_EXT_NONE             },
810     { STATE_RENDER(WINED3DRS_FOGCOLOR),                   { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      }, WINED3D_GL_EXT_NONE             },
811     { STATE_RENDER(WINED3DRS_FOGDENSITY),                 { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    }, WINED3D_GL_EXT_NONE             },
812     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
813     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
814     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
815     { STATE_RENDER(WINED3DRS_FOGSTART),                   { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend   }, WINED3D_GL_EXT_NONE             },
816     { STATE_RENDER(WINED3DRS_FOGEND),                     { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend   }, WINED3D_GL_EXT_NONE             },
817     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
818     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
819     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
820     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
821     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
822     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
823     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
824     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
825     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
826     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
827     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
828     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
829     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
830     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
831     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
832     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
833     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
834 };
835
836 const struct fragment_pipeline nvts_fragment_pipeline = {
837     nvts_enable,
838     nvrc_fragment_get_caps,
839     nvrc_fragment_alloc,
840     nvrc_fragment_free,
841     nvts_color_fixup_supported,
842     nvrc_fragmentstate_template,
843     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
844 };
845
846 const struct fragment_pipeline nvrc_fragment_pipeline = {
847     nvrc_enable,
848     nvrc_fragment_get_caps,
849     nvrc_fragment_alloc,
850     nvrc_fragment_free,
851     nvts_color_fixup_supported,
852     nvrc_fragmentstate_template,
853     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
854 };