wined3d: Implement WINED3DSIH_FTOI in the GLSL shader backend.
[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     const struct wined3d_gl_info *gl_info = context->gl_info;
37     BOOL bumpmap = FALSE;
38
39     if (stage > 0
40             && (state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
41             || state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP))
42     {
43         bumpmap = TRUE;
44         context->texShaderBumpMap |= (1 << stage);
45     } else {
46         context->texShaderBumpMap &= ~(1 << stage);
47     }
48
49     if (state->textures[stage])
50     {
51         switch (state->textures[stage]->target)
52         {
53             case GL_TEXTURE_2D:
54                 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV,
55                         bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
56                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
57                 break;
58             case GL_TEXTURE_RECTANGLE_ARB:
59                 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV,
60                         bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
61                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
62                 break;
63             case GL_TEXTURE_3D:
64                 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
65                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
66                 break;
67             case GL_TEXTURE_CUBE_MAP_ARB:
68                 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
69                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
70                 break;
71         }
72     }
73     else
74     {
75         gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
76         checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
77     }
78 }
79
80 struct tex_op_args
81 {
82     GLenum input[3];
83     GLenum mapping[3];
84     GLenum component_usage[3];
85 };
86
87 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
88     switch (d3dta) {
89         case WINED3DTA_DIFFUSE:
90             return GL_PRIMARY_COLOR_NV;
91
92         case WINED3DTA_CURRENT:
93             if (stage) return GL_SPARE0_NV;
94             else return GL_PRIMARY_COLOR_NV;
95
96         case WINED3DTA_TEXTURE:
97             if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
98             else return GL_PRIMARY_COLOR_NV;
99
100         case WINED3DTA_TFACTOR:
101             return GL_CONSTANT_COLOR0_NV;
102
103         case WINED3DTA_SPECULAR:
104             return GL_SECONDARY_COLOR_NV;
105
106         case WINED3DTA_TEMP:
107             return GL_SPARE1_NV;
108
109         case WINED3DTA_CONSTANT:
110             /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */
111             FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
112             return GL_CONSTANT_COLOR1_NV;
113
114         default:
115             FIXME("Unrecognized texture arg %#x\n", d3dta);
116             return GL_TEXTURE;
117     }
118 }
119
120 static GLenum invert_mapping(GLenum mapping) {
121     if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
122     else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
123
124     FIXME("Unhandled mapping %#x\n", mapping);
125     return mapping;
126 }
127
128 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
129     /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
130     * be used. */
131     if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
132     else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
133
134     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
135     * should be used for all input components. */
136     if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
137     else *component_usage = GL_RGB;
138
139     *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
140 }
141
142 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha,
143         int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst)
144 {
145     struct tex_op_args tex_op_args = {{0}, {0}, {0}};
146     GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
147     GLenum target = GL_COMBINER0_NV + stage;
148     GLenum output;
149
150     TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
151           stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
152
153     /* If a texture stage references an invalid texture unit the stage just
154     * passes through the result from the previous stage */
155     if (is_invalid_op(state, stage, op, arg1, arg2, arg3))
156     {
157         arg1 = WINED3DTA_CURRENT;
158         op = WINED3D_TOP_SELECT_ARG1;
159     }
160
161     get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
162                          &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
163     get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
164                          &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
165     get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
166                          &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
167
168
169     if(dst == WINED3DTA_TEMP) {
170         output = GL_SPARE1_NV;
171     } else {
172         output = GL_SPARE0_NV;
173     }
174
175     /* This is called by a state handler which has the gl lock held and a context for the thread */
176     switch (op)
177     {
178         case WINED3D_TOP_DISABLE:
179             /* Only for alpha */
180             if (!is_alpha)
181                 ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n");
182             /* Input, prev_alpha*1 */
183             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
184                        GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
185             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
186                        GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
187
188             /* Output */
189             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
190                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
191             break;
192
193         case WINED3D_TOP_SELECT_ARG1:
194         case WINED3D_TOP_SELECT_ARG2:
195             /* Input, arg*1 */
196             if (op == WINED3D_TOP_SELECT_ARG1)
197                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
198                            tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
199             else
200                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
201                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
202             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
203                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
204
205             /* Output */
206             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
207                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
208             break;
209
210         case WINED3D_TOP_MODULATE:
211         case WINED3D_TOP_MODULATE_2X:
212         case WINED3D_TOP_MODULATE_4X:
213             /* Input, arg1*arg2 */
214             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
215                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
216             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
217                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
218
219             /* Output */
220             if (op == WINED3D_TOP_MODULATE)
221                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
222                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
223             else if (op == WINED3D_TOP_MODULATE_2X)
224                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
225                            GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
226             else if (op == WINED3D_TOP_MODULATE_4X)
227                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
228                            GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
229             break;
230
231         case WINED3D_TOP_ADD:
232         case WINED3D_TOP_ADD_SIGNED:
233         case WINED3D_TOP_ADD_SIGNED_2X:
234             /* Input, arg1*1+arg2*1 */
235             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
236                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
237             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
238                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
239             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
240                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
241             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
242                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
243
244             /* Output */
245             if (op == WINED3D_TOP_ADD)
246                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
247                            output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
248             else if (op == WINED3D_TOP_ADD_SIGNED)
249                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
250                            output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
251             else if (op == WINED3D_TOP_ADD_SIGNED_2X)
252                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
253                            output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
254             break;
255
256         case WINED3D_TOP_SUBTRACT:
257             /* Input, arg1*1+-arg2*1 */
258             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
259                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
260             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
261                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
262             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
263                        tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
264             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
265                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
266
267             /* Output */
268             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
269                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
270             break;
271
272         case WINED3D_TOP_ADD_SMOOTH:
273             /* Input, arg1*1+(1-arg1)*arg2 */
274             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
275                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
276             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
277                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
278             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
279                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
280             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
281                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
282
283             /* Output */
284             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
285                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
286             break;
287
288         case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
289         case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
290         case WINED3D_TOP_BLEND_FACTOR_ALPHA:
291         case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
292         case WINED3D_TOP_BLEND_CURRENT_ALPHA:
293         {
294             GLenum alpha_src = GL_PRIMARY_COLOR_NV;
295             if (op == WINED3D_TOP_BLEND_DIFFUSE_ALPHA)
296                 alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
297             else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
298                 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
299             else if (op == WINED3D_TOP_BLEND_FACTOR_ALPHA)
300                 alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
301             else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
302                 alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
303             else if (op == WINED3D_TOP_BLEND_CURRENT_ALPHA)
304                 alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
305             else
306                 FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op));
307
308             /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
309             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
310                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
311             if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
312             {
313                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
314                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
315             } else {
316                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
317                            alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
318             }
319             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
320                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
321             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
322                        alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
323
324             /* Output */
325             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
326                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
327             break;
328         }
329
330         case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
331             /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
332             if (is_alpha)
333                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n");
334             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
335                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
336             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
337                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
338             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_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_D_NV,
341                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
342
343             /* Output */
344             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
345                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
346             break;
347
348         case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
349             /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
350             if (is_alpha)
351                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n");
352             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
353                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
354             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
355                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
356             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
357                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
358             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
359                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
360
361             /* Output */
362             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
363                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
364             break;
365
366         case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
367             /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
368             if (is_alpha)
369                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n");
370             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
371                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
372             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
373                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
374             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
375                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
376             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
377                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
378
379             /* Output */
380             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
381                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
382             break;
383
384         case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
385             /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
386             if (is_alpha)
387                 ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n");
388             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
389                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
390             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
391                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
392             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
393                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
394             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
395                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
396
397             /* Output */
398             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
399                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
400             break;
401
402         case WINED3D_TOP_DOTPRODUCT3:
403             /* Input, arg1 . arg2 */
404             /* FIXME: DX7 uses a different calculation? */
405             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
406                        tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
407             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
408                        tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
409
410             /* Output */
411             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
412                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
413             break;
414
415         case WINED3D_TOP_MULTIPLY_ADD:
416             /* Input, arg3*1+arg1*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                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
421             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
422                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
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 WINED3D_TOP_LERP:
432             /* Input, arg3*arg1+(1-arg3)*arg2 */
433             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
434                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
435             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
436                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
437             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
438                        tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
439             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
440                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
441
442             /* Output */
443             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
444                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
445             break;
446
447         case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
448         case WINED3D_TOP_BUMPENVMAP:
449             if (gl_info->supported[NV_TEXTURE_SHADER])
450             {
451                 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
452                  * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
453                  * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
454                  * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
455                  */
456                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
457                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
458                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
459                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
460                 /* Always pass through to CURRENT, ignore temp arg */
461                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
462                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
463                 break;
464             }
465
466         default:
467             FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n",
468                   stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
469     }
470
471     checkGLcall("set_tex_op_nvrc()");
472 }
473
474
475 static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
476 {
477     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
478     const struct wined3d_device *device = context->swapchain->device;
479     BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
480     DWORD mapped_stage = device->texUnitMap[stage];
481     const struct wined3d_gl_info *gl_info = context->gl_info;
482
483     TRACE("Setting color op for stage %u.\n", stage);
484
485     /* Using a pixel shader? Don't care for anything here, the shader applying does it */
486     if (use_ps(state)) return;
487
488     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
489
490     if (mapped_stage != WINED3D_UNMAPPED_STAGE)
491     {
492         if (tex_used && mapped_stage >= gl_info->limits.textures)
493         {
494             FIXME("Attempt to enable unsupported stage!\n");
495             return;
496         }
497         context_active_texture(context, gl_info, mapped_stage);
498     }
499
500     if (state->lowest_disabled_stage > 0)
501     {
502         gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV);
503         GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, state->lowest_disabled_stage));
504     }
505     else
506     {
507         gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV);
508     }
509     if (stage >= state->lowest_disabled_stage)
510     {
511         TRACE("Stage disabled\n");
512         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
513         {
514             /* Disable everything here */
515             gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
516             checkGLcall("glDisable(GL_TEXTURE_2D)");
517             gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
518             checkGLcall("glDisable(GL_TEXTURE_3D)");
519             if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
520             {
521                 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
522                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
523             }
524             if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
525             {
526                 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
527                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
528             }
529             if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
530             {
531                 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
532             }
533         }
534         /* All done */
535         return;
536     }
537
538     /* The sampler will also activate the correct texture dimensions, so no need to do it here
539      * if the sampler for this stage is dirty
540      */
541     if (!isStateDirty(context, STATE_SAMPLER(stage)))
542     {
543         if (tex_used)
544         {
545             if (gl_info->supported[NV_TEXTURE_SHADER2])
546             {
547                 nvts_activate_dimensions(state, stage, context);
548             }
549             else
550             {
551                 texture_activate_dimensions(state->textures[stage], gl_info);
552             }
553         }
554     }
555
556     /* Set the texture combiners */
557     set_tex_op_nvrc(gl_info, state, FALSE, stage,
558             state->texture_states[stage][WINED3D_TSS_COLOR_OP],
559             state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
560             state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
561             state->texture_states[stage][WINED3D_TSS_COLOR_ARG0],
562             mapped_stage,
563             state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
564
565     /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
566      * thus the texture shader may have to be updated
567      */
568     if (gl_info->supported[NV_TEXTURE_SHADER2])
569     {
570         BOOL usesBump = (state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE
571                 || state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP);
572         BOOL usedBump = !!(context->texShaderBumpMap & 1 << (stage + 1));
573         if (usesBump != usedBump)
574         {
575             context_active_texture(context, gl_info, mapped_stage + 1);
576             nvts_activate_dimensions(state, stage + 1, context);
577             context_active_texture(context, gl_info, mapped_stage);
578         }
579     }
580 }
581
582 static void nvts_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
583 {
584     DWORD sampler = state_id - STATE_SAMPLER(0);
585     DWORD mapped_stage = context->swapchain->device->texUnitMap[sampler];
586
587     /* No need to enable / disable anything here for unused samplers. The tex_colorop
588     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
589     * will take care of this business. */
590     if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
591         return;
592     if (sampler >= state->lowest_disabled_stage)
593         return;
594     if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
595         return;
596
597     nvts_activate_dimensions(state, sampler, context);
598 }
599
600 static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
601 {
602     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
603     DWORD mapped_stage = context->swapchain->device->texUnitMap[stage + 1];
604     const struct wined3d_gl_info *gl_info = context->gl_info;
605     float mat[2][2];
606
607     /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
608      * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
609      * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
610      * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
611      * for stage + 1. Keep the nvrc tex unit mapping in mind too
612      */
613     if (mapped_stage < gl_info->limits.textures)
614     {
615         context_active_texture(context, gl_info, mapped_stage);
616
617         /* We can't just pass a pointer to the state to GL due to the
618          * different matrix format (column major vs row major). */
619         mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
620         mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
621         mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
622         mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
623         gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat);
624         checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
625     }
626 }
627
628 static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
629 {
630     const struct wined3d_gl_info *gl_info = context->gl_info;
631     float col[4];
632
633     D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
634     GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
635 }
636
637 /* Context activation is done by the caller. */
638 static void nvrc_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
639 {
640     if (enable)
641     {
642         gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV);
643         checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)");
644     }
645     else
646     {
647         gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV);
648         checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
649     }
650 }
651
652 /* Context activation and GL locking are done by the caller. */
653 static void nvts_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
654 {
655     nvrc_enable(gl_info, enable);
656     if (enable)
657     {
658         gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_SHADER_NV);
659         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
660     }
661     else
662     {
663         gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_SHADER_NV);
664         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
665     }
666 }
667
668 static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
669 {
670     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
671
672     /* The caps below can be supported but aren't handled yet in utils.c
673      * 'd3dta_to_combiner_input', disable them until support is fixed */
674 #if 0
675     if (gl_info->supported[NV_REGISTER_COMBINERS2])
676         caps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
677 #endif
678
679     caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
680             | WINED3DTEXOPCAPS_ADDSIGNED
681             | WINED3DTEXOPCAPS_ADDSIGNED2X
682             | WINED3DTEXOPCAPS_MODULATE
683             | WINED3DTEXOPCAPS_MODULATE2X
684             | WINED3DTEXOPCAPS_MODULATE4X
685             | WINED3DTEXOPCAPS_SELECTARG1
686             | WINED3DTEXOPCAPS_SELECTARG2
687             | WINED3DTEXOPCAPS_DISABLE
688             | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
689             | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
690             | WINED3DTEXOPCAPS_BLENDFACTORALPHA
691             | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
692             | WINED3DTEXOPCAPS_LERP
693             | WINED3DTEXOPCAPS_SUBTRACT
694             | WINED3DTEXOPCAPS_ADDSMOOTH
695             | WINED3DTEXOPCAPS_MULTIPLYADD
696             | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
697             | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
698             | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
699             | WINED3DTEXOPCAPS_DOTPRODUCT3
700             | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
701             | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
702
703     if (gl_info->supported[NV_TEXTURE_SHADER2])
704     {
705         /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
706          * not support 3D textures. This asks for trouble if an app uses both bump mapping
707          * and 3D textures. It also allows us to keep the code simpler by having texture
708          * shaders constantly enabled. */
709         caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
710         /* TODO: Luminance bump map? */
711     }
712
713 #if 0
714     /* FIXME: Add
715             caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
716             WINED3DTEXOPCAPS_PREMODULATE */
717 #endif
718
719     caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
720     caps->MaxSimultaneousTextures = gl_info->limits.textures;
721 }
722
723 static HRESULT nvrc_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
724 /* Context activation is done by the caller. */
725 static void nvrc_fragment_free(struct wined3d_device *device) {}
726
727 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
728  * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
729  * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
730  * register combiners extension(Pre-GF3).
731  */
732
733 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
734 {
735     if (TRACE_ON(d3d))
736     {
737         TRACE("Checking support for fixup:\n");
738         dump_color_fixup_desc(fixup);
739     }
740
741     /* We only support identity conversions. */
742     if (is_identity_fixup(fixup))
743     {
744         TRACE("[OK]\n");
745         return TRUE;
746     }
747
748     TRACE("[FAILED]\n");
749     return FALSE;
750 }
751
752 static const struct StateEntryTemplate nvrc_fragmentstate_template[] =
753 {
754     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
755     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
756     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
757     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
758     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
759     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
760     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
761     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
762     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
763     { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
764     { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
765     { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
766     { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
767     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
768     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
769     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
770     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
771     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
772     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
773     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
774     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
775     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
776     { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
777     { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
778     { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
779     { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
780     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
781     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
782     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
783     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
784     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
785     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
786     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
787     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
788     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
789     { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
790     { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
791     { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
792     { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
793     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
794     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
795     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
796     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
797     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
798     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
799     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
800     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
801     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
802     { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
803     { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
804     { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
805     { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
806     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
807     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
808     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
809     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
810     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
811     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
812     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
813     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
814     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
815     { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
816     { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
817     { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
818     { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
819     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
820     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
821     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
822     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
823     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
824     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
825     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
826     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
827     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
828     { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
829     { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
830     { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
831     { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
832     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
833     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
834     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
835     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
836     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
837     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
838     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
839     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
840     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
841     { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
842     { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
843     { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
844     { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
845     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        nvrc_colorop        }, WINED3D_GL_EXT_NONE             },
846     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
847     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
848     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        tex_alphaop         }, WINED3D_GL_EXT_NONE             },
849     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
850     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
851     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
852     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
853     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
854     { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                }, NV_TEXTURE_SHADER2              },
855     { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
856     { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
857     { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),      { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),        NULL                }, WINED3D_GL_EXT_NONE             },
858     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, WINED3D_GL_EXT_NONE             },
859     { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),           { STATE_PIXELSHADER,                                  NULL                }, WINED3D_GL_EXT_NONE             },
860     { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             nvrc_texfactor      }, WINED3D_GL_EXT_NONE             },
861     { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  state_fogcolor      }, WINED3D_GL_EXT_NONE             },
862     { STATE_RENDER(WINED3D_RS_FOGDENSITY),                { STATE_RENDER(WINED3D_RS_FOGDENSITY),                state_fogdensity    }, WINED3D_GL_EXT_NONE             },
863     { STATE_RENDER(WINED3D_RS_FOGENABLE),                 { STATE_RENDER(WINED3D_RS_FOGENABLE),                 state_fog_fragpart  }, WINED3D_GL_EXT_NONE             },
864     { STATE_RENDER(WINED3D_RS_FOGTABLEMODE),              { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                }, WINED3D_GL_EXT_NONE             },
865     { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),             { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                }, WINED3D_GL_EXT_NONE             },
866     { STATE_RENDER(WINED3D_RS_FOGSTART),                  { STATE_RENDER(WINED3D_RS_FOGSTART),                  state_fogstartend   }, WINED3D_GL_EXT_NONE             },
867     { STATE_RENDER(WINED3D_RS_FOGEND),                    { STATE_RENDER(WINED3D_RS_FOGSTART),                  NULL                }, WINED3D_GL_EXT_NONE             },
868     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
869     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
870     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
871     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
872     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
873     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
874     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
875     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
876     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
877     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
878     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
879     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
880     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
881     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
882     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
883     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, WINED3D_GL_EXT_NONE             },
884     {0 /* Terminate */,                                   { 0,                                                  0                   }, WINED3D_GL_EXT_NONE             },
885 };
886
887 const struct fragment_pipeline nvts_fragment_pipeline = {
888     nvts_enable,
889     nvrc_fragment_get_caps,
890     nvrc_fragment_alloc,
891     nvrc_fragment_free,
892     nvts_color_fixup_supported,
893     nvrc_fragmentstate_template,
894     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
895 };
896
897 const struct fragment_pipeline nvrc_fragment_pipeline = {
898     nvrc_enable,
899     nvrc_fragment_get_caps,
900     nvrc_fragment_alloc,
901     nvrc_fragment_free,
902     nvts_color_fixup_supported,
903     nvrc_fragmentstate_template,
904     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
905 };