wined3d: Const correctness fixes for arb_program_shader.c.
[wine] / dlls / wined3d / nvidia_texture_shader.c
1 /*
2  * Fixed function pipeline replacement using GL_NV_register_combiners
3  * and GL_NV_texture_shader
4  *
5  * Copyright 2006 Henri Verbeet
6  * Copyright 2008 Stefan Dösinger(for CodeWeavers)
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22 #include "config.h"
23
24 #include <math.h>
25 #include <stdio.h>
26
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
32 void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
33     BOOL bumpmap = FALSE;
34
35     if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
36                      stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
37         bumpmap = TRUE;
38         context->texShaderBumpMap |= (1 << stage);
39     } else {
40         context->texShaderBumpMap &= ~(1 << stage);
41     }
42
43     if(stateblock->textures[stage]) {
44         switch(stateblock->textureDimensions[stage]) {
45             case GL_TEXTURE_2D:
46                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
47                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
48                 break;
49             case GL_TEXTURE_RECTANGLE_ARB:
50                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
51                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
52                 break;
53             case GL_TEXTURE_3D:
54                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
55                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
56                 break;
57             case GL_TEXTURE_CUBE_MAP_ARB:
58                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
59                 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
60                 break;
61         }
62     } else {
63         glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
64         checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
65     }
66 }
67
68 typedef struct {
69     GLenum input[3];
70     GLenum mapping[3];
71     GLenum component_usage[3];
72 } tex_op_args;
73
74 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
75     switch (d3dta) {
76         case WINED3DTA_DIFFUSE:
77             return GL_PRIMARY_COLOR_NV;
78
79         case WINED3DTA_CURRENT:
80             if (stage) return GL_SPARE0_NV;
81             else return GL_PRIMARY_COLOR_NV;
82
83         case WINED3DTA_TEXTURE:
84             if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
85             else return GL_PRIMARY_COLOR_NV;
86
87         case WINED3DTA_TFACTOR:
88             return GL_CONSTANT_COLOR0_NV;
89
90         case WINED3DTA_SPECULAR:
91             return GL_SECONDARY_COLOR_NV;
92
93         case WINED3DTA_TEMP:
94             return GL_SPARE1_NV;
95
96         case WINED3DTA_CONSTANT:
97             /* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
98             FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
99             return GL_CONSTANT_COLOR1_NV;
100
101         default:
102             FIXME("Unrecognized texture arg %#x\n", d3dta);
103             return GL_TEXTURE;
104     }
105 }
106
107 static GLenum invert_mapping(GLenum mapping) {
108     if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
109     else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
110
111     FIXME("Unhandled mapping %#x\n", mapping);
112     return mapping;
113 }
114
115 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
116     /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
117     * be used. */
118     if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
119     else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
120
121     /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
122     * should be used for all input components. */
123     if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
124     else *component_usage = GL_RGB;
125
126     *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
127 }
128
129 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) {
130     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl*)iface;
131     tex_op_args tex_op_args = {{0}, {0}, {0}};
132     GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
133     GLenum target = GL_COMBINER0_NV + stage;
134     GLenum output;
135     IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* For GLINFO_LOCATION */
136
137     TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
138           stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
139
140     /* If a texture stage references an invalid texture unit the stage just
141     * passes through the result from the previous stage */
142     if (is_invalid_op(This, stage, op, arg1, arg2, arg3)) {
143         arg1 = WINED3DTA_CURRENT;
144         op = WINED3DTOP_SELECTARG1;
145     }
146
147     get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
148                          &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
149     get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
150                          &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
151     get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
152                          &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
153
154
155     if(dst == WINED3DTA_TEMP) {
156         output = GL_SPARE1_NV;
157     } else {
158         output = GL_SPARE0_NV;
159     }
160
161     /* This is called by a state handler which has the gl lock held and a context for the thread */
162     switch(op)
163     {
164         case WINED3DTOP_DISABLE:
165             /* Only for alpha */
166             if (!is_alpha) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
167             /* Input, prev_alpha*1 */
168             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
169                        GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
170             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
171                        GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
172
173             /* Output */
174             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
175                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
176             break;
177
178         case WINED3DTOP_SELECTARG1:
179         case WINED3DTOP_SELECTARG2:
180             /* Input, arg*1 */
181             if (op == WINED3DTOP_SELECTARG1) {
182                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
183                            tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
184             } else {
185                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
186                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
187             }
188             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
189                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
190
191             /* Output */
192             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
193                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
194             break;
195
196         case WINED3DTOP_MODULATE:
197         case WINED3DTOP_MODULATE2X:
198         case WINED3DTOP_MODULATE4X:
199             /* Input, arg1*arg2 */
200             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
201                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
202             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
203                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
204
205             /* Output */
206             if (op == WINED3DTOP_MODULATE) {
207                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
208                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
209             } else if (op == WINED3DTOP_MODULATE2X) {
210                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
211                            GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
212             } else if (op == WINED3DTOP_MODULATE4X) {
213                 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
214                            GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
215             }
216             break;
217
218         case WINED3DTOP_ADD:
219         case WINED3DTOP_ADDSIGNED:
220         case WINED3DTOP_ADDSIGNED2X:
221             /* Input, arg1*1+arg2*1 */
222             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
223                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
224             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
225                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
226             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
227                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
228             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
229                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
230
231             /* Output */
232             if (op == WINED3DTOP_ADD) {
233                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
234                            output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
235             } else if (op == WINED3DTOP_ADDSIGNED) {
236                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
237                            output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
238             } else if (op == WINED3DTOP_ADDSIGNED2X) {
239                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
240                            output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
241             }
242             break;
243
244         case WINED3DTOP_SUBTRACT:
245             /* Input, arg1*1+-arg2*1 */
246             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
247                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
248             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
249                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
250             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
251                        tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
252             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
253                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
254
255             /* Output */
256             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
257                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
258             break;
259
260         case WINED3DTOP_ADDSMOOTH:
261             /* Input, arg1*1+(1-arg1)*arg2 */
262             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
263                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
264             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
265                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
266             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
267                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
268             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
269                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
270
271             /* Output */
272             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
273                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
274             break;
275
276         case WINED3DTOP_BLENDDIFFUSEALPHA:
277         case WINED3DTOP_BLENDTEXTUREALPHA:
278         case WINED3DTOP_BLENDFACTORALPHA:
279         case WINED3DTOP_BLENDTEXTUREALPHAPM:
280         case WINED3DTOP_BLENDCURRENTALPHA:
281         {
282             GLenum alpha_src = GL_PRIMARY_COLOR_NV;
283             if (op == WINED3DTOP_BLENDDIFFUSEALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
284             else if (op == WINED3DTOP_BLENDTEXTUREALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
285             else if (op == WINED3DTOP_BLENDFACTORALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
286             else if (op == WINED3DTOP_BLENDTEXTUREALPHAPM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
287             else if (op == WINED3DTOP_BLENDCURRENTALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
288             else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op));
289
290             /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
291             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
292                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
293             if (op == WINED3DTOP_BLENDTEXTUREALPHAPM)
294             {
295                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
296                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
297             } else {
298                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
299                            alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
300             }
301             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
302                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
303             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
304                        alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
305
306             /* Output */
307             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
308                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
309             break;
310         }
311
312         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
313             /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
314             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
315             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
316                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
317             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
318                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
319             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
320                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
321             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
322                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
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         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
330             /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
331             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
332             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
333                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
334             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
335                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
336             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
337                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
338             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
339                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
340
341             /* Output */
342             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
343                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
344             break;
345
346         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
347             /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
348             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR)\n");
349             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
350                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
351             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
352                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
353             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
354                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
355             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
356                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
357
358             /* Output */
359             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
360                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
361             break;
362
363         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
364             /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
365             if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA)\n");
366             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
367                        tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
368             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
369                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
370             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
371                        tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
372             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
373                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
374
375             /* Output */
376             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
377                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
378             break;
379
380         case WINED3DTOP_DOTPRODUCT3:
381             /* Input, arg1 . arg2 */
382             /* FIXME: DX7 uses a different calculation? */
383             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
384                        tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
385             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
386                        tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
387
388             /* Output */
389             GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
390                        GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
391             break;
392
393         case WINED3DTOP_MULTIPLYADD:
394             /* Input, arg3*1+arg1*arg2 */
395             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
396                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
397             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
398                        GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
399             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
400                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
401             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
402                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
403
404             /* Output */
405             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
406                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
407             break;
408
409         case WINED3DTOP_LERP:
410             /* Input, arg3*arg1+(1-arg3)*arg2 */
411             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
412                        tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
413             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
414                        tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
415             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
416                        tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
417             GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
418                        tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
419
420             /* Output */
421             GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
422                        output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
423             break;
424
425         case WINED3DTOP_BUMPENVMAPLUMINANCE:
426         case WINED3DTOP_BUMPENVMAP:
427             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
428                 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
429                  * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
430                  * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
431                  * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
432                  */
433                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
434                            tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
435                 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
436                            GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
437                 /* Always pass through to CURRENT, ignore temp arg */
438                 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
439                            GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
440                 break;
441             }
442
443         default:
444             FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
445                   stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
446     }
447
448     checkGLcall("set_tex_op_nvrc()\n");
449
450 }
451
452
453 static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
454     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
455     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
456     BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
457
458     TRACE("Setting color op for stage %d\n", stage);
459
460     if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
461         ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
462         /* Using a pixel shader? Don't care for anything here, the shader applying does it */
463         return;
464     }
465
466     if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
467
468     if (mapped_stage != -1) {
469         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
470             if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
471                 FIXME("Attempt to enable unsupported stage!\n");
472                 return;
473             }
474             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
475             checkGLcall("glActiveTextureARB");
476         } else if (stage > 0) {
477             WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
478             return;
479         }
480     }
481
482     if(stateblock->lowest_disabled_stage > 0) {
483         glEnable(GL_REGISTER_COMBINERS_NV);
484         GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
485     } else {
486         glDisable(GL_REGISTER_COMBINERS_NV);
487     }
488     if(stage >= stateblock->lowest_disabled_stage) {
489         TRACE("Stage disabled\n");
490         if (mapped_stage != -1) {
491             /* Disable everything here */
492             glDisable(GL_TEXTURE_2D);
493             checkGLcall("glDisable(GL_TEXTURE_2D)");
494             glDisable(GL_TEXTURE_3D);
495             checkGLcall("glDisable(GL_TEXTURE_3D)");
496             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
497                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
498                 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
499             }
500             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
501                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
502                 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
503             }
504             if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
505                 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
506             }
507         }
508         /* All done */
509         return;
510     }
511
512     /* The sampler will also activate the correct texture dimensions, so no need to do it here
513      * if the sampler for this stage is dirty
514      */
515     if(!isStateDirty(context, STATE_SAMPLER(stage))) {
516         if (tex_used) {
517             if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
518                 nvts_activate_dimensions(stage, stateblock, context);
519             } else {
520                 texture_activate_dimensions(stage, stateblock, context);
521             }
522         }
523     }
524
525     /* Set the texture combiners */
526     set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
527                         stateblock->textureState[stage][WINED3DTSS_COLOROP],
528                         stateblock->textureState[stage][WINED3DTSS_COLORARG1],
529                         stateblock->textureState[stage][WINED3DTSS_COLORARG2],
530                         stateblock->textureState[stage][WINED3DTSS_COLORARG0],
531                         mapped_stage,
532                         stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
533
534     /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
535      * thus the texture shader may have to be updated
536      */
537     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
538         BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
539                             stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
540         BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
541         if(usesBump != usedBump) {
542             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
543             checkGLcall("glActiveTextureARB");
544             nvts_activate_dimensions(stage + 1, stateblock, context);
545             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
546             checkGLcall("glActiveTextureARB");
547         }
548     }
549 }
550
551 void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
552     DWORD sampler = state - STATE_SAMPLER(0);
553     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
554
555     /* No need to enable / disable anything here for unused samplers. The tex_colorop
556     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
557     * will take care of this business
558     */
559     if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
560     if(sampler >= stateblock->lowest_disabled_stage) return;
561     if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
562
563     nvts_activate_dimensions(sampler, stateblock, context);
564 }
565
566 static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
567     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
568     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
569     float mat[2][2];
570
571     /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
572      * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
573      * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
574      * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
575      * for stage + 1. Keep the nvrc tex unit mapping in mind too
576      */
577     if(mapped_stage < GL_LIMITS(textures)) {
578         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
579         checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
580
581         /* We can't just pass a pointer to the stateblock to GL due to the different matrix
582          * format(column major vs row major)
583          */
584         mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
585         mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
586         mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
587         mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
588         glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
589         checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
590     }
591 }
592
593 static void nvrc_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
594     float col[4];
595     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
596     GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
597 }
598 #undef GLINFO_LOCATION
599
600 #define GLINFO_LOCATION (*gl_info)
601 static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { }
602
603 static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
604     if(enable) {
605         glEnable(GL_TEXTURE_SHADER_NV);
606         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
607     } else {
608         glDisable(GL_TEXTURE_SHADER_NV);
609         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
610     }
611 }
612
613 static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
614 {
615     pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD                        |
616                             WINED3DTEXOPCAPS_ADDSIGNED                  |
617                             WINED3DTEXOPCAPS_ADDSIGNED2X                |
618                             WINED3DTEXOPCAPS_MODULATE                   |
619                             WINED3DTEXOPCAPS_MODULATE2X                 |
620                             WINED3DTEXOPCAPS_MODULATE4X                 |
621                             WINED3DTEXOPCAPS_SELECTARG1                 |
622                             WINED3DTEXOPCAPS_SELECTARG2                 |
623                             WINED3DTEXOPCAPS_DISABLE                    |
624                             WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA          |
625                             WINED3DTEXOPCAPS_BLENDTEXTUREALPHA          |
626                             WINED3DTEXOPCAPS_BLENDFACTORALPHA           |
627                             WINED3DTEXOPCAPS_BLENDCURRENTALPHA          |
628                             WINED3DTEXOPCAPS_LERP                       |
629                             WINED3DTEXOPCAPS_SUBTRACT                   |
630                             WINED3DTEXOPCAPS_ADDSMOOTH                  |
631                             WINED3DTEXOPCAPS_MULTIPLYADD                |
632                             WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR     |
633                             WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA     |
634                             WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM        |
635                             WINED3DTEXOPCAPS_DOTPRODUCT3                |
636                             WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR  |
637                             WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
638
639     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
640         /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
641          * not support 3D textures. This asks for trouble if an app uses both bump mapping
642          * and 3D textures. It also allows us to keep the code simpler by having texture
643          * shaders constantly enabled.
644          */
645         pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
646         /* TODO: Luminance bump map? */
647     }
648
649 #if 0
650     /* FIXME: Add
651             pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
652             WINED3DTEXOPCAPS_PREMODULATE */
653 #endif
654
655     pCaps->MaxTextureBlendStages   = GL_LIMITS(texture_stages);
656     pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
657
658     pCaps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_TSSARGTEMP;
659
660     /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
661 #if 0
662     if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
663     pCaps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
664 #endif
665 }
666
667 static HRESULT nvrc_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
668 static void nvrc_fragment_free(IWineD3DDevice *iface) {}
669
670 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
671  * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
672  * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
673  * register combiners extension(Pre-GF3).
674  */
675
676 static BOOL nvts_conv_supported(WINED3DFORMAT fmt) {
677     TRACE("Checking shader format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
678     return FALSE;
679 }
680
681 const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
682     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
683     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
684     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
685     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
686     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
687     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
688     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
689     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
690     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
691     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
692     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
693     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
694     { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
695     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
696     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
697     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
698     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
699     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
700     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
701     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
702     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
703     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
704     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
705     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
706     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
707     { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
708     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
709     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
710     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
711     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
712     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
713     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
714     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
715     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
716     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
717     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
718     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
719     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
720     { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
721     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
722     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
723     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
724     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
725     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
726     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
727     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
728     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
729     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
730     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
731     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
732     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
733     { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
734     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
735     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
736     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
737     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
738     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
739     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
740     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
741     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
742     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
743     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
744     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
745     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
746     { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
747     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
748     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
749     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
750     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
751     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
752     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
753     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
754     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
755     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
756     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
757     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
758     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
759     { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
760     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
761     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
762     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
763     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
764     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
765     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
766     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
767     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
768     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
769     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
770     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
771     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
772     { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
773     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
774     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
775     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
776     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
777     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
778     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
779     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
780     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
781     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
782     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     nvts_bumpenvmat     }, NV_TEXTURE_SHADER2              },
783     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
784     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),        { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         }, 0                               },
785     { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          nvrc_colorop        }, 0                               },
786     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  apply_pixelshader   }, 0                               },
787     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  apply_pixelshader   }, 0                               },
788     { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              nvrc_texfactor      }, 0                               },
789     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
790     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim      }, 0                               },
791     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
792     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim      }, 0                               },
793     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
794     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim      }, 0                               },
795     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
796     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim      }, 0                               },
797     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
798     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim      }, 0                               },
799     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
800     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim      }, 0                               },
801     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
802     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim      }, 0                               },
803     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   nvts_texdim         }, NV_TEXTURE_SHADER2              },
804     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim      }, 0                               },
805     {0 /* Terminate */,                                   { 0,                                                  0                   }, 0                               },
806 };
807
808 const struct fragment_pipeline nvts_fragment_pipeline = {
809     nvts_enable,
810     nvrc_fragment_get_caps,
811     nvrc_fragment_alloc,
812     nvrc_fragment_free,
813     nvts_conv_supported,
814     nvrc_fragmentstate_template,
815     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
816 };
817
818 const struct fragment_pipeline nvrc_fragment_pipeline = {
819     nvrc_enable,
820     nvrc_fragment_get_caps,
821     nvrc_fragment_alloc,
822     nvrc_fragment_free,
823     nvts_conv_supported,
824     nvrc_fragmentstate_template,
825     FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
826 };