winex11: Move wglShareLists to the internal OpenGL extension functions.
[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 #include "wine/port.h"
24
25 #include <math.h>
26 #include <stdio.h>
27
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31
32 /* GL locking for state handlers is done by the caller. */
33
34 static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context)
35 {
36     BOOL bumpmap = FALSE;
37
38     if (stage > 0
39             && (state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
40             || state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP))
41     {
42         bumpmap = TRUE;
43         context->texShaderBumpMap |= (1 << stage);
44     } else {
45         context->texShaderBumpMap &= ~(1 << stage);
46     }
47
48     if (state->textures[stage])
49     {
50         switch (state->textures[stage]->target)
51         {
52             case GL_TEXTURE_2D:
53                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
54                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
55                 break;
56             case GL_TEXTURE_RECTANGLE_ARB:
57                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
58                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
59                 break;
60             case GL_TEXTURE_3D:
61                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
62                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
63                 break;
64             case GL_TEXTURE_CUBE_MAP_ARB:
65                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
66                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
67                 break;
68         }
69     } else {
70         glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
71         checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
72     }
73 }
74
75 struct tex_op_args
76 {
77     GLenum input[3];
78     GLenum mapping[3];
79     GLenum component_usage[3];
80 };
81
82 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
83     switch (d3dta) {
84         case WINED3DTA_DIFFUSE:
85             return GL_PRIMARY_COLOR_NV;
86
87         case WINED3DTA_CURRENT:
88             if (stage) return GL_SPARE0_NV;
89             else return GL_PRIMARY_COLOR_NV;
90
91         case WINED3DTA_TEXTURE:
92             if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
93             else return GL_PRIMARY_COLOR_NV;
94
95         case WINED3DTA_TFACTOR:
96             return GL_CONSTANT_COLOR0_NV;
97
98         case WINED3DTA_SPECULAR:
99             return GL_SECONDARY_COLOR_NV;
100
101         case WINED3DTA_TEMP:
102             return GL_SPARE1_NV;
103
104         case WINED3DTA_CONSTANT:
105             /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
106             FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
107             return GL_CONSTANT_COLOR1_NV;
108
109         default:
110             FIXME("Unrecognized texture arg %#x\n", d3dta);
111             return GL_TEXTURE;
112     }
113 }
114
115 static GLenum invert_mapping(GLenum mapping) {
116     if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
117     else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
118
119     FIXME("Unhandled mapping %#x\n", mapping);
120     return mapping;
121 }
122
123 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
124     /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
125     * be used. */
126     if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
127     else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
128
129     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
130     * should be used for all input components. */
131     if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
132     else *component_usage = GL_RGB;
133
134     *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
135 }
136
137 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha,
138         int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
139 {
140     struct tex_op_args tex_op_args = {{0}, {0}, {0}};
141     GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
142     GLenum target = GL_COMBINER0_NV + stage;
143     GLenum output;
144
145     TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
146           stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
147
148     /* If a texture stage references an invalid texture unit the stage just
149     * passes through the result from the previous stage */
150     if (is_invalid_op(state, stage, op, arg1, arg2, arg3))
151     {
152         arg1 = WINED3DTA_CURRENT;
153         op = WINED3D_TOP_SELECT_ARG1;
154     }
155
156     get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
157                          &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
158     get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
159                          &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
160     get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
161                          &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
162
163
164     if(dst == WINED3DTA_TEMP) {
165         output = GL_SPARE1_NV;
166     } else {
167         output = GL_SPARE0_NV;
168     }
169
170     /* This is called by a state handler which has the gl lock held and a context for the thread */
171     switch (op)
172     {
173         case WINED3D_TOP_DISABLE:
174             /* Only for alpha */
175             if (!is_alpha)
176                 ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
177             /* Input, prev_alpha*1 */
178             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
179                        GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
180             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
181                        GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
182
183             /* Output */
184             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
185                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
186             break;
187
188         case WINED3D_TOP_SELECT_ARG1:
189         case WINED3D_TOP_SELECT_ARG2:
190             /* Input, arg*1 */
191             if (op == WINED3D_TOP_SELECT_ARG1)
192                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
193                            tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
194             else
195                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
196                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
197             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
198                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
199
200             /* Output */
201             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
202                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
203             break;
204
205         case WINED3D_TOP_MODULATE:
206         case WINED3D_TOP_MODULATE_2X:
207         case WINED3D_TOP_MODULATE_4X:
208             /* Input, arg1*arg2 */
209             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
210                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
211             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
212                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
213
214             /* Output */
215             if (op == WINED3D_TOP_MODULATE)
216                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
217                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
218             else if (op == WINED3D_TOP_MODULATE_2X)
219                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
220                            GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
221             else if (op == WINED3D_TOP_MODULATE_4X)
222                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
223                            GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
224             break;
225
226         case WINED3D_TOP_ADD:
227         case WINED3D_TOP_ADD_SIGNED:
228         case WINED3D_TOP_ADD_SIGNED_2X:
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 == WINED3D_TOP_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 == WINED3D_TOP_ADD_SIGNED)
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 == WINED3D_TOP_ADD_SIGNED_2X)
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             break;
250
251         case WINED3D_TOP_SUBTRACT:
252             /* Input, arg1*1+-arg2*1 */
253             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
254                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
255             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
256                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
257             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
258                        tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
259             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
260                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
261
262             /* Output */
263             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
264                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
265             break;
266
267         case WINED3D_TOP_ADD_SMOOTH:
268             /* Input, arg1*1+(1-arg1)*arg2 */
269             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
270                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
271             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
272                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
273             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
274                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
275             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
276                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
277
278             /* Output */
279             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
280                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
281             break;
282
283         case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
284         case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
285         case WINED3D_TOP_BLEND_FACTOR_ALPHA:
286         case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
287         case WINED3D_TOP_BLEND_CURRENT_ALPHA:
288         {
289             GLenum alpha_src = GL_PRIMARY_COLOR_NV;
290             if (op == WINED3D_TOP_BLEND_DIFFUSE_ALPHA)
291                 alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
292             else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
293                 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
294             else if (op == WINED3D_TOP_BLEND_FACTOR_ALPHA)
295                 alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
296             else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
297                 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
298             else if (op == WINED3D_TOP_BLEND_CURRENT_ALPHA)
299                 alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
300             else
301                 FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op));
302
303             /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
304             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
305                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
306             if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
307             {
308                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
309                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
310             } else {
311                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
312                            alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
313             }
314             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
315                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
316             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
317                        alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
318
319             /* Output */
320             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
321                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
322             break;
323         }
324
325         case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
326             /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
327             if (is_alpha)
328                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
329             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
330                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
331             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
332                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
333             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
334                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
335             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
336                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
337
338             /* Output */
339             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
340                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
341             break;
342
343         case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
344             /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
345             if (is_alpha)
346                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
347             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
348                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
349             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
350                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
351             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
352                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
353             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
354                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
355
356             /* Output */
357             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
358                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
359             break;
360
361         case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
362             /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
363             if (is_alpha)
364                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
365             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
366                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
367             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
368                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
369             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
370                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
371             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
372                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
373
374             /* Output */
375             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
376                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
377             break;
378
379         case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
380             /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
381             if (is_alpha)
382                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
383             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
384                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
385             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
386                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
387             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
388                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
389             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
390                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
391
392             /* Output */
393             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
394                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
395             break;
396
397         case WINED3D_TOP_DOTPRODUCT3:
398             /* Input, arg1 . arg2 */
399             /* FIXME: DX7 uses a different calculation? */
400             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
401                        tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
402             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
403                        tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
404
405             /* Output */
406             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
407                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
408             break;
409
410         case WINED3D_TOP_MULTIPLY_ADD:
411             /* Input, arg3*1+arg1*arg2 */
412             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
413                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
414             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
415                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
416             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
417                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
418             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
419                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
420
421             /* Output */
422             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
423                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
424             break;
425
426         case WINED3D_TOP_LERP:
427             /* Input, arg3*arg1+(1-arg3)*arg2 */
428             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
429                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
430             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
431                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
432             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
433                        tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
434             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
435                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
436
437             /* Output */
438             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
439                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
440             break;
441
442         case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
443         case WINED3D_TOP_BUMPENVMAP:
444             if (gl_info->supported[NV_TEXTURE_SHADER])
445             {
446                 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
447                  * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
448                  * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
449                  * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
450                  */
451                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
452                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
453                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
454                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
455                 /* Always pass through to CURRENT, ignore temp arg */
456                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
457                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
458                 break;
459             }
460
461         default:
462             FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n",
463                   stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
464     }
465
466     checkGLcall("set_tex_op_nvrc()");
467 }
468
469
470 static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
471 {
472     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
473     const struct wined3d_device *device = context->swapchain->device;
474     BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
475     DWORD mapped_stage = device->texUnitMap[stage];
476     const struct wined3d_gl_info *gl_info = context->gl_info;
477
478     TRACE("Setting color op for stage %u.\n", stage);
479
480     /* Using a pixel shader? Don't care for anything here, the shader applying does it */
481     if (use_ps(state)) return;
482
483     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
484
485     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
486     {
487         if (tex_used && mapped_stage >= gl_info->limits.textures)
488         {
489             FIXME("Attempt to enable unsupported stage!\n");
490             return;
491         }
492         context_active_texture(context, gl_info, mapped_stage);
493     }
494
495     if (state->lowest_disabled_stage > 0)
496     {
497         glEnable(GL_REGISTER_COMBINERS_NV);
498         GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, state->lowest_disabled_stage));
499     }
500     else
501     {
502         glDisable(GL_REGISTER_COMBINERS_NV);
503     }
504     if (stage >= state->lowest_disabled_stage)
505     {
506         TRACE("Stage disabled\n");
507         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
508         {
509             /* Disable everything here */
510             glDisable(GL_TEXTURE_2D);
511             checkGLcall("glDisable(GL_TEXTURE_2D)");
512             glDisable(GL_TEXTURE_3D);
513             checkGLcall("glDisable(GL_TEXTURE_3D)");
514             if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
515             {
516                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
517                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
518             }
519             if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
520             {
521                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
522                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
523             }
524             if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
525             {
526                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
527             }
528         }
529         /* All done */
530         return;
531     }
532
533     /* The sampler will also activate the correct texture dimensions, so no need to do it here
534      * if the sampler for this stage is dirty
535      */
536     if (!isStateDirty(context, STATE_SAMPLER(stage)))
537     {
538         if (tex_used)
539         {
540             if (gl_info->supported[NV_TEXTURE_SHADER2])
541             {
542                 nvts_activate_dimensions(state, stage, context);
543             }
544             else
545             {
546                 texture_activate_dimensions(state->textures[stage], gl_info);
547             }
548         }
549     }
550
551     /* Set the texture combiners */
552     set_tex_op_nvrc(gl_info, state, FALSE, stage,
553             state->texture_states[stage][WINED3D_TSS_COLOR_OP],
554             state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
555             state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
556             state->texture_states[stage][WINED3D_TSS_COLOR_ARG0],
557             mapped_stage,
558             state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
559
560     /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
561      * thus the texture shader may have to be updated
562      */
563     if (gl_info->supported[NV_TEXTURE_SHADER2])
564     {
565         BOOL usesBump = (state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
566                 || state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP);
567         BOOL usedBump = !!(context->texShaderBumpMap & 1 << (stage + 1));
568         if (usesBump != usedBump)
569         {
570             context_active_texture(context, gl_info, mapped_stage + 1);
571             nvts_activate_dimensions(state, stage + 1, context);
572             context_active_texture(context, gl_info, mapped_stage);
573         }
574     }
575 }
576
577 static void nvts_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
578 {
579     DWORD sampler = state_id - STATE_SAMPLER(0);
580     DWORD mapped_stage = context->swapchain->device->texUnitMap[sampler];
581
582     /* No need to enable / disable anything here for unused samplers. The tex_colorop
583     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
584     * will take care of this business. */
585     if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
586         return;
587     if (sampler >= state->lowest_disabled_stage)
588         return;
589     if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
590         return;
591
592     nvts_activate_dimensions(state, sampler, context);
593 }
594
595 static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
596 {
597     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
598     DWORD mapped_stage = context->swapchain->device->texUnitMap[stage + 1];
599     const struct wined3d_gl_info *gl_info = context->gl_info;
600     float mat[2][2];
601
602     /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
603      * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
604      * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
605      * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
606      * for stage + 1. Keep the nvrc tex unit mapping in mind too
607      */
608     if (mapped_stage < gl_info->limits.textures)
609     {
610         context_active_texture(context, gl_info, mapped_stage);
611
612         /* We can't just pass a pointer to the state to GL due to the
613          * different matrix format (column major vs row major). */
614         mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
615         mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
616         mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
617         mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
618         glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat);
619         checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
620     }
621 }
622
623 static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
624 {
625     const struct wined3d_gl_info *gl_info = context->gl_info;
626     float col[4];
627
628     D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
629     GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
630 }
631
632 /* Context activation is done by the caller. */
633 static void nvrc_enable(BOOL enable)
634 {
635     if (enable)
636     {
637         glEnable(GL_REGISTER_COMBINERS_NV);
638         checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)");
639     }
640     else
641     {
642         glDisable(GL_REGISTER_COMBINERS_NV);
643         checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
644     }
645 }
646
647 /* Context activation and GL locking are done by the caller. */
648 static void nvts_enable(BOOL enable)
649 {
650     nvrc_enable(enable);
651     if (enable)
652     {
653         glEnable(GL_TEXTURE_SHADER_NV);
654         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
655     }
656     else
657     {
658         glDisable(GL_TEXTURE_SHADER_NV);
659         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
660     }
661 }
662
663 static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
664 {
665     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
666
667     /* The caps below can be supported but aren't handled yet in utils.c
668      * 'd3dta_to_combiner_input', disable them until support is fixed */
669 #if 0
670     if (gl_info->supported[NV_REGISTER_COMBINERS2])
671         caps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
672 #endif
673
674     caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
675             | WINED3DTEXOPCAPS_ADDSIGNED
676             | WINED3DTEXOPCAPS_ADDSIGNED2X
677             | WINED3DTEXOPCAPS_MODULATE
678             | WINED3DTEXOPCAPS_MODULATE2X
679             | WINED3DTEXOPCAPS_MODULATE4X
680             | WINED3DTEXOPCAPS_SELECTARG1
681             | WINED3DTEXOPCAPS_SELECTARG2
682             | WINED3DTEXOPCAPS_DISABLE
683             | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
684             | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
685             | WINED3DTEXOPCAPS_BLENDFACTORALPHA
686             | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
687             | WINED3DTEXOPCAPS_LERP
688             | WINED3DTEXOPCAPS_SUBTRACT
689             | WINED3DTEXOPCAPS_ADDSMOOTH
690             | WINED3DTEXOPCAPS_MULTIPLYADD
691             | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
692             | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
693             | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
694             | WINED3DTEXOPCAPS_DOTPRODUCT3
695             | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
696             | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
697
698     if (gl_info->supported[NV_TEXTURE_SHADER2])
699     {
700         /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
701          * not support 3D textures. This asks for trouble if an app uses both bump mapping
702          * and 3D textures. It also allows us to keep the code simpler by having texture
703          * shaders constantly enabled. */
704         caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
705         /* TODO: Luminance bump map? */
706     }
707
708 #if 0
709     /* FIXME: Add
710             caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
711             WINED3DTEXOPCAPS_PREMODULATE */
712 #endif
713
714     caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
715     caps->MaxSimultaneousTextures = gl_info->limits.textures;
716 }
717
718 static HRESULT nvrc_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
719 /* Context activation is done by the caller. */
720 static void nvrc_fragment_free(struct wined3d_device *device) {}
721
722 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
723  * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
724  * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
725  * register combiners extension(Pre-GF3).
726  */
727
728 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
729 {
730     if (TRACE_ON(d3d))
731     {
732         TRACE("Checking support for fixup:\n");
733         dump_color_fixup_desc(fixup);
734     }
735
736     /* We only support identity conversions. */
737     if (is_identity_fixup(fixup))
738     {
739         TRACE("[OK]\n");
740         return TRUE;
741     }
742
743     TRACE("[FAILED]\n");
744     return FALSE;
745 }
746
747 static const struct StateEntryTemplate nvrc_fragmentstate_template[] =
748 {
749     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
750     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
751     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
752     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
753     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
754     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
755     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
756     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
757     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
758     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
759     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
760     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
761     { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
762     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
763     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
764     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
765     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
766     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
767     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
768     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
769     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
770     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
771     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
772     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
773     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
774     { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
775     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
776     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
777     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
778     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
779     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
780     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
781     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
782     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
783     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
784     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
785     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
786     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
787     { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
788     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
789     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
790     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
791     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
792     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
793     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
794     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
795     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
796     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
797     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
798     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
799     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
800     { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
801     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
802     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
803     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
804     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
805     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
806     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
807     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
808     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
809     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
810     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
811     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
812     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
813     { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
814     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
815     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
816     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
817     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
818     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
819     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
820     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
821     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
822     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
823     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
824     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
825     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
826     { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
827     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
828     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
829     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
830     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
831     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
832     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
833     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
834     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
835     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
836     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
837     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
838     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
839     { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
840     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
841     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
842     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
843     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
844     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
845     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
846     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
847     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
848     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
849     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
850     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
851     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
852     { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
853     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
854     { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),           { STATE_PIXELSHADER,                                  NULL                }, WINED3D_GL_EXT_NONE             },
855     { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             nvrc_texfactor      }, WINED3D_GL_EXT_NONE             },
856     { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  state_fogcolor      }, WINED3D_GL_EXT_NONE             },
857     { STATE_RENDER(WINED3D_RS_FOGDENSITY),                { STATE_RENDER(WINED3D_RS_FOGDENSITY),                state_fogdensity    }, WINED3D_GL_EXT_NONE             },
858     { STATE_RENDER(WINED3D_RS_FOGENABLE),                 { STATE_RENDER(WINED3D_RS_FOGENABLE),                 state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
859     { STATE_RENDER(WINED3D_RS_FOGTABLEMODE),              { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                }, WINED3D_GL_EXT_NONE             },
860     { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),             { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                }, WINED3D_GL_EXT_NONE             },
861     { STATE_RENDER(WINED3D_RS_FOGSTART),                  { STATE_RENDER(WINED3D_RS_FOGSTART),                  state_fogstartend   }, WINED3D_GL_EXT_NONE             },
862     { STATE_RENDER(WINED3D_RS_FOGEND),                    { STATE_RENDER(WINED3D_RS_FOGSTART),                  NULL                }, WINED3D_GL_EXT_NONE             },
863     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
864     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
865     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
866     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
867     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
868     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
869     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
870     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
871     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
872     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
873     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
874     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
875     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
876     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
877     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
878     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
879     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
880 };
881
882 const struct fragment_pipeline nvts_fragment_pipeline = {
883     nvts_enable,
884     nvrc_fragment_get_caps,
885     nvrc_fragment_alloc,
886     nvrc_fragment_free,
887     nvts_color_fixup_supported,
888     nvrc_fragmentstate_template,
889     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
890 };
891
892 const struct fragment_pipeline nvrc_fragment_pipeline = {
893     nvrc_enable,
894     nvrc_fragment_get_caps,
895     nvrc_fragment_alloc,
896     nvrc_fragment_free,
897     nvts_color_fixup_supported,
898     nvrc_fragmentstate_template,
899     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
900 };