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[wine] / dlls / wined3d / nvidia_texture_shader.c
1 /*
2  * Fixed function pipeline replacement using GL_NV_register_combiners
3  * and GL_NV_texture_shader
4  *
5  * Copyright 2006 Henri Verbeet
6  * Copyright 2008 Stefan Dösinger(for CodeWeavers)
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22 #include "config.h"
23
24 #include <math.h>
25 #include <stdio.h>
26
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 /* GL locking for state handlers is done by the caller. */
32
33 static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context)
34 {
35     BOOL bumpmap = FALSE;
36
37     if (stage > 0 && (state->texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
38             || state->texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP))
39     {
40         bumpmap = TRUE;
41         context->texShaderBumpMap |= (1 << stage);
42     } else {
43         context->texShaderBumpMap &= ~(1 << stage);
44     }
45
46     if (state->textures[stage])
47     {
48         switch (state->textures[stage]->baseTexture.target)
49         {
50             case GL_TEXTURE_2D:
51                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
52                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
53                 break;
54             case GL_TEXTURE_RECTANGLE_ARB:
55                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
56                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
57                 break;
58             case GL_TEXTURE_3D:
59                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
60                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
61                 break;
62             case GL_TEXTURE_CUBE_MAP_ARB:
63                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
64                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
65                 break;
66         }
67     } else {
68         glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
69         checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
70     }
71 }
72
73 typedef struct {
74     GLenum input[3];
75     GLenum mapping[3];
76     GLenum component_usage[3];
77 } tex_op_args;
78
79 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
80     switch (d3dta) {
81         case WINED3DTA_DIFFUSE:
82             return GL_PRIMARY_COLOR_NV;
83
84         case WINED3DTA_CURRENT:
85             if (stage) return GL_SPARE0_NV;
86             else return GL_PRIMARY_COLOR_NV;
87
88         case WINED3DTA_TEXTURE:
89             if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
90             else return GL_PRIMARY_COLOR_NV;
91
92         case WINED3DTA_TFACTOR:
93             return GL_CONSTANT_COLOR0_NV;
94
95         case WINED3DTA_SPECULAR:
96             return GL_SECONDARY_COLOR_NV;
97
98         case WINED3DTA_TEMP:
99             return GL_SPARE1_NV;
100
101         case WINED3DTA_CONSTANT:
102             /* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
103             FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
104             return GL_CONSTANT_COLOR1_NV;
105
106         default:
107             FIXME("Unrecognized texture arg %#x\n", d3dta);
108             return GL_TEXTURE;
109     }
110 }
111
112 static GLenum invert_mapping(GLenum mapping) {
113     if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
114     else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
115
116     FIXME("Unhandled mapping %#x\n", mapping);
117     return mapping;
118 }
119
120 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
121     /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
122     * be used. */
123     if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
124     else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
125
126     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
127     * should be used for all input components. */
128     if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
129     else *component_usage = GL_RGB;
130
131     *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
132 }
133
134 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha,
135         int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
136 {
137     tex_op_args tex_op_args = {{0}, {0}, {0}};
138     GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
139     GLenum target = GL_COMBINER0_NV + stage;
140     GLenum output;
141
142     TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
143           stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
144
145     /* If a texture stage references an invalid texture unit the stage just
146     * passes through the result from the previous stage */
147     if (is_invalid_op(state, stage, op, arg1, arg2, arg3))
148     {
149         arg1 = WINED3DTA_CURRENT;
150         op = WINED3DTOP_SELECTARG1;
151     }
152
153     get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
154                          &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
155     get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
156                          &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
157     get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
158                          &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
159
160
161     if(dst == WINED3DTA_TEMP) {
162         output = GL_SPARE1_NV;
163     } else {
164         output = GL_SPARE0_NV;
165     }
166
167     /* This is called by a state handler which has the gl lock held and a context for the thread */
168     switch(op)
169     {
170         case WINED3DTOP_DISABLE:
171             /* Only for alpha */
172             if (!is_alpha) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
173             /* Input, prev_alpha*1 */
174             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
175                        GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
176             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
177                        GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
178
179             /* Output */
180             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
181                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
182             break;
183
184         case WINED3DTOP_SELECTARG1:
185         case WINED3DTOP_SELECTARG2:
186             /* Input, arg*1 */
187             if (op == WINED3DTOP_SELECTARG1) {
188                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
189                            tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
190             } else {
191                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
192                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
193             }
194             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
195                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
196
197             /* Output */
198             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
199                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
200             break;
201
202         case WINED3DTOP_MODULATE:
203         case WINED3DTOP_MODULATE2X:
204         case WINED3DTOP_MODULATE4X:
205             /* Input, arg1*arg2 */
206             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
207                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
208             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
209                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
210
211             /* Output */
212             if (op == WINED3DTOP_MODULATE) {
213                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
214                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
215             } else if (op == WINED3DTOP_MODULATE2X) {
216                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
217                            GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
218             } else if (op == WINED3DTOP_MODULATE4X) {
219                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
220                            GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
221             }
222             break;
223
224         case WINED3DTOP_ADD:
225         case WINED3DTOP_ADDSIGNED:
226         case WINED3DTOP_ADDSIGNED2X:
227             /* Input, arg1*1+arg2*1 */
228             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
229                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
230             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
231                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
232             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
233                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
234             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
235                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
236
237             /* Output */
238             if (op == WINED3DTOP_ADD) {
239                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
240                            output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
241             } else if (op == WINED3DTOP_ADDSIGNED) {
242                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
243                            output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
244             } else if (op == WINED3DTOP_ADDSIGNED2X) {
245                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
246                            output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
247             }
248             break;
249
250         case WINED3DTOP_SUBTRACT:
251             /* Input, arg1*1+-arg2*1 */
252             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
253                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
254             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
255                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
256             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
257                        tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
258             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
259                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
260
261             /* Output */
262             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
263                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
264             break;
265
266         case WINED3DTOP_ADDSMOOTH:
267             /* Input, arg1*1+(1-arg1)*arg2 */
268             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
269                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
270             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
271                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
272             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
273                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
274             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
275                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
276
277             /* Output */
278             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
279                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
280             break;
281
282         case WINED3DTOP_BLENDDIFFUSEALPHA:
283         case WINED3DTOP_BLENDTEXTUREALPHA:
284         case WINED3DTOP_BLENDFACTORALPHA:
285         case WINED3DTOP_BLENDTEXTUREALPHAPM:
286         case WINED3DTOP_BLENDCURRENTALPHA:
287         {
288             GLenum alpha_src = GL_PRIMARY_COLOR_NV;
289             if (op == WINED3DTOP_BLENDDIFFUSEALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
290             else if (op == WINED3DTOP_BLENDTEXTUREALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
291             else if (op == WINED3DTOP_BLENDFACTORALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
292             else if (op == WINED3DTOP_BLENDTEXTUREALPHAPM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
293             else if (op == WINED3DTOP_BLENDCURRENTALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
294             else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op));
295
296             /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
297             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
298                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
299             if (op == WINED3DTOP_BLENDTEXTUREALPHAPM)
300             {
301                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
302                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
303             } else {
304                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
305                            alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
306             }
307             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
308                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
309             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
310                        alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
311
312             /* Output */
313             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
314                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
315             break;
316         }
317
318         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
319             /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
320             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
321             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
322                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
323             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
324                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
325             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
326                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
327             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
328                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
329
330             /* Output */
331             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
332                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
333             break;
334
335         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
336             /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
337             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
338             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
339                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
340             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
341                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
342             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
343                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
344             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
345                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
346
347             /* Output */
348             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
349                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
350             break;
351
352         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
353             /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
354             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR)\n");
355             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
356                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
357             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
358                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
359             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
360                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
361             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
362                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
363
364             /* Output */
365             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
366                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
367             break;
368
369         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
370             /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
371             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA)\n");
372             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
373                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
374             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
375                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
376             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
377                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
378             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
379                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
380
381             /* Output */
382             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
383                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
384             break;
385
386         case WINED3DTOP_DOTPRODUCT3:
387             /* Input, arg1 . arg2 */
388             /* FIXME: DX7 uses a different calculation? */
389             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
390                        tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
391             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
392                        tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
393
394             /* Output */
395             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
396                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
397             break;
398
399         case WINED3DTOP_MULTIPLYADD:
400             /* Input, arg3*1+arg1*arg2 */
401             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
402                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
403             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
404                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
405             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
406                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
407             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
408                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
409
410             /* Output */
411             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
412                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
413             break;
414
415         case WINED3DTOP_LERP:
416             /* Input, arg3*arg1+(1-arg3)*arg2 */
417             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
418                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
419             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
420                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
421             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
422                        tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
423             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
424                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
425
426             /* Output */
427             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
428                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
429             break;
430
431         case WINED3DTOP_BUMPENVMAPLUMINANCE:
432         case WINED3DTOP_BUMPENVMAP:
433             if (gl_info->supported[NV_TEXTURE_SHADER])
434             {
435                 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
436                  * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
437                  * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
438                  * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
439                  */
440                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
441                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
442                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
443                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
444                 /* Always pass through to CURRENT, ignore temp arg */
445                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
446                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
447                 break;
448             }
449
450         default:
451             FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
452                   stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
453     }
454
455     checkGLcall("set_tex_op_nvrc()");
456 }
457
458
459 static void nvrc_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
460 {
461     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
462     BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
463     DWORD mapped_stage = stateblock->device->texUnitMap[stage];
464     const struct wined3d_gl_info *gl_info = context->gl_info;
465     const struct wined3d_state *state = &stateblock->state;
466
467     TRACE("Setting color op for stage %u.\n", stage);
468
469     /* Using a pixel shader? Don't care for anything here, the shader applying does it */
470     if (use_ps(state)) return;
471
472     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
473
474     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
475     {
476         if (tex_used && mapped_stage >= gl_info->limits.textures)
477         {
478             FIXME("Attempt to enable unsupported stage!\n");
479             return;
480         }
481         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
482         checkGLcall("glActiveTextureARB");
483     }
484
485     if (state->lowest_disabled_stage > 0)
486     {
487         glEnable(GL_REGISTER_COMBINERS_NV);
488         GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, state->lowest_disabled_stage));
489     }
490     else
491     {
492         glDisable(GL_REGISTER_COMBINERS_NV);
493     }
494     if (stage >= state->lowest_disabled_stage)
495     {
496         TRACE("Stage disabled\n");
497         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
498         {
499             /* Disable everything here */
500             glDisable(GL_TEXTURE_2D);
501             checkGLcall("glDisable(GL_TEXTURE_2D)");
502             glDisable(GL_TEXTURE_3D);
503             checkGLcall("glDisable(GL_TEXTURE_3D)");
504             if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
505             {
506                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
507                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
508             }
509             if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
510             {
511                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
512                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
513             }
514             if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
515             {
516                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
517             }
518         }
519         /* All done */
520         return;
521     }
522
523     /* The sampler will also activate the correct texture dimensions, so no need to do it here
524      * if the sampler for this stage is dirty
525      */
526     if (!isStateDirty(context, STATE_SAMPLER(stage)))
527     {
528         if (tex_used)
529         {
530             if (gl_info->supported[NV_TEXTURE_SHADER2])
531             {
532                 nvts_activate_dimensions(state, stage, context);
533             }
534             else
535             {
536                 texture_activate_dimensions(state->textures[stage], gl_info);
537             }
538         }
539     }
540
541     /* Set the texture combiners */
542     set_tex_op_nvrc(gl_info, state, FALSE, stage,
543             state->texture_states[stage][WINED3DTSS_COLOROP],
544             state->texture_states[stage][WINED3DTSS_COLORARG1],
545             state->texture_states[stage][WINED3DTSS_COLORARG2],
546             state->texture_states[stage][WINED3DTSS_COLORARG0],
547             mapped_stage,
548             state->texture_states[stage][WINED3DTSS_RESULTARG]);
549
550     /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
551      * thus the texture shader may have to be updated
552      */
553     if (gl_info->supported[NV_TEXTURE_SHADER2])
554     {
555         BOOL usesBump = (state->texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
556                 || state->texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP);
557         BOOL usedBump = !!(context->texShaderBumpMap & 1 << (stage + 1));
558         if (usesBump != usedBump)
559         {
560             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
561             checkGLcall("glActiveTextureARB");
562             nvts_activate_dimensions(state, stage + 1, context);
563             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
564             checkGLcall("glActiveTextureARB");
565         }
566     }
567 }
568
569 static void nvts_texdim(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
570 {
571     DWORD sampler = state_id - STATE_SAMPLER(0);
572     DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
573     const struct wined3d_state *state = &stateblock->state;
574
575     /* No need to enable / disable anything here for unused samplers. The tex_colorop
576     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
577     * will take care of this business
578     */
579     if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
580     if (sampler >= state->lowest_disabled_stage) return;
581     if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
582
583     nvts_activate_dimensions(state, sampler, context);
584 }
585
586 static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
587 {
588     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
589     DWORD mapped_stage = stateblock->device->texUnitMap[stage + 1];
590     const struct wined3d_gl_info *gl_info = context->gl_info;
591     float mat[2][2];
592
593     /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
594      * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
595      * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
596      * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
597      * for stage + 1. Keep the nvrc tex unit mapping in mind too
598      */
599     if (mapped_stage < gl_info->limits.textures)
600     {
601         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
602         checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
603
604         /* We can't just pass a pointer to the stateblock to GL due to the
605          * different matrix format (column major vs row major). */
606         mat[0][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
607         mat[1][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
608         mat[0][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
609         mat[1][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
610         glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat);
611         checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
612     }
613 }
614
615 static void nvrc_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
616 {
617     const struct wined3d_gl_info *gl_info = context->gl_info;
618     float col[4];
619     D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
620     GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
621 }
622
623 /* Context activation is done by the caller. */
624 static void nvrc_enable(BOOL enable) {}
625
626 /* Context activation is done by the caller. */
627 static void nvts_enable(BOOL enable)
628 {
629     ENTER_GL();
630     if(enable) {
631         glEnable(GL_TEXTURE_SHADER_NV);
632         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
633     } else {
634         glDisable(GL_TEXTURE_SHADER_NV);
635         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
636     }
637     LEAVE_GL();
638 }
639
640 static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
641 {
642     pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
643
644     /* The caps below can be supported but aren't handled yet in utils.c
645      * 'd3dta_to_combiner_input', disable them until support is fixed */
646 #if 0
647     if (gl_info->supported[NV_REGISTER_COMBINERS2])
648         pCaps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
649 #endif
650
651     pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD                        |
652                             WINED3DTEXOPCAPS_ADDSIGNED                  |
653                             WINED3DTEXOPCAPS_ADDSIGNED2X                |
654                             WINED3DTEXOPCAPS_MODULATE                   |
655                             WINED3DTEXOPCAPS_MODULATE2X                 |
656                             WINED3DTEXOPCAPS_MODULATE4X                 |
657                             WINED3DTEXOPCAPS_SELECTARG1                 |
658                             WINED3DTEXOPCAPS_SELECTARG2                 |
659                             WINED3DTEXOPCAPS_DISABLE                    |
660                             WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA          |
661                             WINED3DTEXOPCAPS_BLENDTEXTUREALPHA          |
662                             WINED3DTEXOPCAPS_BLENDFACTORALPHA           |
663                             WINED3DTEXOPCAPS_BLENDCURRENTALPHA          |
664                             WINED3DTEXOPCAPS_LERP                       |
665                             WINED3DTEXOPCAPS_SUBTRACT                   |
666                             WINED3DTEXOPCAPS_ADDSMOOTH                  |
667                             WINED3DTEXOPCAPS_MULTIPLYADD                |
668                             WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR     |
669                             WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA     |
670                             WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM        |
671                             WINED3DTEXOPCAPS_DOTPRODUCT3                |
672                             WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR  |
673                             WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
674
675     if (gl_info->supported[NV_TEXTURE_SHADER2])
676     {
677         /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
678          * not support 3D textures. This asks for trouble if an app uses both bump mapping
679          * and 3D textures. It also allows us to keep the code simpler by having texture
680          * shaders constantly enabled.
681          */
682         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
683         /* TODO: Luminance bump map? */
684     }
685
686 #if 0
687     /* FIXME: Add
688             pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
689             WINED3DTEXOPCAPS_PREMODULATE */
690 #endif
691
692     pCaps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
693     pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
694 }
695
696 static HRESULT nvrc_fragment_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; }
697 /* Context activation is done by the caller. */
698 static void nvrc_fragment_free(IWineD3DDeviceImpl *device) {}
699
700 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
701  * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
702  * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
703  * register combiners extension(Pre-GF3).
704  */
705
706 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
707 {
708     if (TRACE_ON(d3d))
709     {
710         TRACE("Checking support for fixup:\n");
711         dump_color_fixup_desc(fixup);
712     }
713
714     /* We only support identity conversions. */
715     if (is_identity_fixup(fixup))
716     {
717         TRACE("[OK]\n");
718         return TRUE;
719     }
720
721     TRACE("[FAILED]\n");
722     return FALSE;
723 }
724
725 static const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
726     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
727     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
728     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
729     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
730     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
731     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
732     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
733     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
734     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
735     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
736     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
737     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
738     { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
739     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
740     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
741     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
742     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
743     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
744     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
745     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
746     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
747     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
748     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
749     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
750     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
751     { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
752     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
753     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
754     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
755     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
756     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
757     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
758     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
759     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
760     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
761     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
762     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
763     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
764     { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
765     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
766     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
767     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
768     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
769     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
770     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
771     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
772     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
773     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
774     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
775     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
776     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
777     { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
778     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
779     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
780     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
781     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
782     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
783     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
784     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
785     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
786     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
787     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
788     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
789     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
790     { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
791     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
792     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
793     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
794     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
795     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
796     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
797     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
798     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
799     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
800     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
801     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
802     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
803     { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
804     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
805     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
806     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
807     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
808     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
809     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
810     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
811     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
812     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
813     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
814     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
815     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
816     { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
817     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
818     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
819     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
820     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, WINED3D_GL_EXT_NONE             },
821     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
822     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
823     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
824     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
825     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
826     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                }, NV_TEXTURE_SHADER2              },
827     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
828     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          NULL                }, WINED3D_GL_EXT_NONE             },
829     { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          NULL                }, WINED3D_GL_EXT_NONE             },
830     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
831     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  NULL                }, WINED3D_GL_EXT_NONE             },
832     { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              nvrc_texfactor      }, WINED3D_GL_EXT_NONE             },
833     { STATE_RENDER(WINED3DRS_FOGCOLOR),                   { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      }, WINED3D_GL_EXT_NONE             },
834     { STATE_RENDER(WINED3DRS_FOGDENSITY),                 { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    }, WINED3D_GL_EXT_NONE             },
835     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
836     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                }, WINED3D_GL_EXT_NONE             },
837     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                }, WINED3D_GL_EXT_NONE             },
838     { STATE_RENDER(WINED3DRS_FOGSTART),                   { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend   }, WINED3D_GL_EXT_NONE             },
839     { STATE_RENDER(WINED3DRS_FOGEND),                     { STATE_RENDER(WINED3DRS_FOGSTART),                   NULL                }, WINED3D_GL_EXT_NONE             },
840     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
841     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
842     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
843     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
844     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
845     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
846     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
847     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
848     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
849     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
850     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
851     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
852     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
853     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
854     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
855     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
856     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
857 };
858
859 const struct fragment_pipeline nvts_fragment_pipeline = {
860     nvts_enable,
861     nvrc_fragment_get_caps,
862     nvrc_fragment_alloc,
863     nvrc_fragment_free,
864     nvts_color_fixup_supported,
865     nvrc_fragmentstate_template,
866     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
867 };
868
869 const struct fragment_pipeline nvrc_fragment_pipeline = {
870     nvrc_enable,
871     nvrc_fragment_get_caps,
872     nvrc_fragment_alloc,
873     nvrc_fragment_free,
874     nvts_color_fixup_supported,
875     nvrc_fragmentstate_template,
876     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
877 };