Release 1.1.37.
[wine/gsoc-2012-control.git] / dlls / wined3d / nvidia_texture_shader.c
blob82a71dab3b910672e80ab2f706d7c13ba61fb427
1 /*
2 * Fixed function pipeline replacement using GL_NV_register_combiners
3 * and GL_NV_texture_shader
5 * Copyright 2006 Henri Verbeet
6 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
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.
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.
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
22 #include "config.h"
24 #include <math.h>
25 #include <stdio.h>
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define GLINFO_LOCATION stateblock->device->adapter->gl_info
33 /* GL locking for state handlers is done by the caller. */
35 static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
37 BOOL bumpmap = FALSE;
39 if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
40 stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
41 bumpmap = TRUE;
42 context->texShaderBumpMap |= (1 << stage);
43 } else {
44 context->texShaderBumpMap &= ~(1 << stage);
47 if(stateblock->textures[stage]) {
48 switch(IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
49 case GL_TEXTURE_2D:
50 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
51 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
52 break;
53 case GL_TEXTURE_RECTANGLE_ARB:
54 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
55 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
56 break;
57 case GL_TEXTURE_3D:
58 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
59 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
60 break;
61 case GL_TEXTURE_CUBE_MAP_ARB:
62 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
63 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
64 break;
66 } else {
67 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
68 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
72 typedef struct {
73 GLenum input[3];
74 GLenum mapping[3];
75 GLenum component_usage[3];
76 } tex_op_args;
78 static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
79 switch (d3dta) {
80 case WINED3DTA_DIFFUSE:
81 return GL_PRIMARY_COLOR_NV;
83 case WINED3DTA_CURRENT:
84 if (stage) return GL_SPARE0_NV;
85 else return GL_PRIMARY_COLOR_NV;
87 case WINED3DTA_TEXTURE:
88 if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
89 else return GL_PRIMARY_COLOR_NV;
91 case WINED3DTA_TFACTOR:
92 return GL_CONSTANT_COLOR0_NV;
94 case WINED3DTA_SPECULAR:
95 return GL_SECONDARY_COLOR_NV;
97 case WINED3DTA_TEMP:
98 return GL_SPARE1_NV;
100 case WINED3DTA_CONSTANT:
101 /* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
102 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
103 return GL_CONSTANT_COLOR1_NV;
105 default:
106 FIXME("Unrecognized texture arg %#x\n", d3dta);
107 return GL_TEXTURE;
111 static GLenum invert_mapping(GLenum mapping) {
112 if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
113 else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
115 FIXME("Unhandled mapping %#x\n", mapping);
116 return mapping;
119 static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
120 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
121 * be used. */
122 if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
123 else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
125 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
126 * should be used for all input components. */
127 if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
128 else *component_usage = GL_RGB;
130 *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
133 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) {
134 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl*)iface;
135 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
136 tex_op_args tex_op_args = {{0}, {0}, {0}};
137 GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
138 GLenum target = GL_COMBINER0_NV + stage;
139 GLenum output;
140 IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* For GLINFO_LOCATION */
142 TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
143 stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
145 /* If a texture stage references an invalid texture unit the stage just
146 * passes through the result from the previous stage */
147 if (is_invalid_op(This, stage, op, arg1, arg2, arg3)) {
148 arg1 = WINED3DTA_CURRENT;
149 op = WINED3DTOP_SELECTARG1;
152 get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
153 &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
154 get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
155 &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
156 get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
157 &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
160 if(dst == WINED3DTA_TEMP) {
161 output = GL_SPARE1_NV;
162 } else {
163 output = GL_SPARE0_NV;
166 /* This is called by a state handler which has the gl lock held and a context for the thread */
167 switch(op)
169 case WINED3DTOP_DISABLE:
170 /* Only for alpha */
171 if (!is_alpha) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
172 /* Input, prev_alpha*1 */
173 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
174 GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
175 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
176 GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
178 /* Output */
179 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
180 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
181 break;
183 case WINED3DTOP_SELECTARG1:
184 case WINED3DTOP_SELECTARG2:
185 /* Input, arg*1 */
186 if (op == WINED3DTOP_SELECTARG1) {
187 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
188 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
189 } else {
190 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
191 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
193 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
194 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
196 /* Output */
197 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
198 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
199 break;
201 case WINED3DTOP_MODULATE:
202 case WINED3DTOP_MODULATE2X:
203 case WINED3DTOP_MODULATE4X:
204 /* Input, arg1*arg2 */
205 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
206 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
207 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
208 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
210 /* Output */
211 if (op == WINED3DTOP_MODULATE) {
212 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
213 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
214 } else if (op == WINED3DTOP_MODULATE2X) {
215 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
216 GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
217 } else if (op == WINED3DTOP_MODULATE4X) {
218 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
219 GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
221 break;
223 case WINED3DTOP_ADD:
224 case WINED3DTOP_ADDSIGNED:
225 case WINED3DTOP_ADDSIGNED2X:
226 /* Input, arg1*1+arg2*1 */
227 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
228 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
229 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
230 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
231 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
232 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
233 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
234 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
236 /* Output */
237 if (op == WINED3DTOP_ADD) {
238 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
239 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
240 } else if (op == WINED3DTOP_ADDSIGNED) {
241 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
242 output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
243 } else if (op == WINED3DTOP_ADDSIGNED2X) {
244 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
245 output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
247 break;
249 case WINED3DTOP_SUBTRACT:
250 /* Input, arg1*1+-arg2*1 */
251 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
252 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
253 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
254 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
255 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
256 tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
257 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
258 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
260 /* Output */
261 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
262 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
263 break;
265 case WINED3DTOP_ADDSMOOTH:
266 /* Input, arg1*1+(1-arg1)*arg2 */
267 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
268 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
269 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
270 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
271 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
272 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
273 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
274 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
276 /* Output */
277 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
278 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
279 break;
281 case WINED3DTOP_BLENDDIFFUSEALPHA:
282 case WINED3DTOP_BLENDTEXTUREALPHA:
283 case WINED3DTOP_BLENDFACTORALPHA:
284 case WINED3DTOP_BLENDTEXTUREALPHAPM:
285 case WINED3DTOP_BLENDCURRENTALPHA:
287 GLenum alpha_src = GL_PRIMARY_COLOR_NV;
288 if (op == WINED3DTOP_BLENDDIFFUSEALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
289 else if (op == WINED3DTOP_BLENDTEXTUREALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
290 else if (op == WINED3DTOP_BLENDFACTORALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
291 else if (op == WINED3DTOP_BLENDTEXTUREALPHAPM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
292 else if (op == WINED3DTOP_BLENDCURRENTALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
293 else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op));
295 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
296 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
297 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
298 if (op == WINED3DTOP_BLENDTEXTUREALPHAPM)
300 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
301 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
302 } else {
303 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
304 alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
306 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
307 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
308 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
309 alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
311 /* Output */
312 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
313 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
314 break;
317 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
318 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
319 if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
320 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
321 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
322 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
323 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
324 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
325 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
326 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
327 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
329 /* Output */
330 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
331 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
332 break;
334 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
335 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
336 if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
337 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
338 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
339 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
340 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
341 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
342 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
343 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
344 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
346 /* Output */
347 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
348 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
349 break;
351 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
352 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
353 if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR)\n");
354 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
355 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
356 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
357 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
358 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
359 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
360 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
361 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
363 /* Output */
364 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
365 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
366 break;
368 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
369 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
370 if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA)\n");
371 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
372 tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
373 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
374 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
375 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
376 tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
377 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
378 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
380 /* Output */
381 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
382 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
383 break;
385 case WINED3DTOP_DOTPRODUCT3:
386 /* Input, arg1 . arg2 */
387 /* FIXME: DX7 uses a different calculation? */
388 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
389 tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
390 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
391 tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
393 /* Output */
394 GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
395 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
396 break;
398 case WINED3DTOP_MULTIPLYADD:
399 /* Input, arg3*1+arg1*arg2 */
400 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
401 tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
402 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
403 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
404 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
405 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
406 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
407 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
409 /* Output */
410 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
411 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
412 break;
414 case WINED3DTOP_LERP:
415 /* Input, arg3*arg1+(1-arg3)*arg2 */
416 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
417 tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
418 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
419 tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
420 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
421 tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
422 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
423 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
425 /* Output */
426 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
427 output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
428 break;
430 case WINED3DTOP_BUMPENVMAPLUMINANCE:
431 case WINED3DTOP_BUMPENVMAP:
432 if (gl_info->supported[NV_TEXTURE_SHADER])
434 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
435 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
436 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
437 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
439 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
440 tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
441 GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
442 GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
443 /* Always pass through to CURRENT, ignore temp arg */
444 GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
445 GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
446 break;
449 default:
450 FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
451 stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
454 checkGLcall("set_tex_op_nvrc()");
458 static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
460 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
461 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
462 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
463 const struct wined3d_gl_info *gl_info = context->gl_info;
465 TRACE("Setting color op for stage %d\n", stage);
467 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
468 if (use_ps(stateblock)) return;
470 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
472 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
474 if (tex_used && mapped_stage >= gl_info->limits.textures)
476 FIXME("Attempt to enable unsupported stage!\n");
477 return;
479 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
480 checkGLcall("glActiveTextureARB");
483 if(stateblock->lowest_disabled_stage > 0) {
484 glEnable(GL_REGISTER_COMBINERS_NV);
485 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
486 } else {
487 glDisable(GL_REGISTER_COMBINERS_NV);
489 if(stage >= stateblock->lowest_disabled_stage) {
490 TRACE("Stage disabled\n");
491 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
493 /* Disable everything here */
494 glDisable(GL_TEXTURE_2D);
495 checkGLcall("glDisable(GL_TEXTURE_2D)");
496 glDisable(GL_TEXTURE_3D);
497 checkGLcall("glDisable(GL_TEXTURE_3D)");
498 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
500 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
501 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
503 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
505 glDisable(GL_TEXTURE_RECTANGLE_ARB);
506 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
508 if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
510 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
513 /* All done */
514 return;
517 /* The sampler will also activate the correct texture dimensions, so no need to do it here
518 * if the sampler for this stage is dirty
520 if (!isStateDirty(context, STATE_SAMPLER(stage)))
522 if (tex_used)
524 if (gl_info->supported[NV_TEXTURE_SHADER2])
526 nvts_activate_dimensions(stage, stateblock, context);
528 else
530 texture_activate_dimensions(stage, stateblock, context);
535 /* Set the texture combiners */
536 set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, FALSE, stage,
537 stateblock->textureState[stage][WINED3DTSS_COLOROP],
538 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
539 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
540 stateblock->textureState[stage][WINED3DTSS_COLORARG0],
541 mapped_stage,
542 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
544 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
545 * thus the texture shader may have to be updated
547 if (gl_info->supported[NV_TEXTURE_SHADER2])
549 BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
550 stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
551 BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
552 if(usesBump != usedBump) {
553 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
554 checkGLcall("glActiveTextureARB");
555 nvts_activate_dimensions(stage + 1, stateblock, context);
556 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
557 checkGLcall("glActiveTextureARB");
562 static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
564 DWORD sampler = state - STATE_SAMPLER(0);
565 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
567 /* No need to enable / disable anything here for unused samplers. The tex_colorop
568 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
569 * will take care of this business
571 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
572 if(sampler >= stateblock->lowest_disabled_stage) return;
573 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
575 nvts_activate_dimensions(sampler, stateblock, context);
578 static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
580 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
581 DWORD mapped_stage = stateblock->device->texUnitMap[stage + 1];
582 float mat[2][2];
584 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
585 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
586 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
587 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
588 * for stage + 1. Keep the nvrc tex unit mapping in mind too
590 if (mapped_stage < context->gl_info->limits.textures)
592 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
593 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
595 /* We can't just pass a pointer to the stateblock to GL due to the different matrix
596 * format(column major vs row major)
598 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
599 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
600 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
601 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
602 glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
603 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
607 static void nvrc_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
609 float col[4];
610 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
611 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
614 /* Context activation is done by the caller. */
615 static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { }
617 /* Context activation is done by the caller. */
618 static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
619 ENTER_GL();
620 if(enable) {
621 glEnable(GL_TEXTURE_SHADER_NV);
622 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
623 } else {
624 glDisable(GL_TEXTURE_SHADER_NV);
625 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
627 LEAVE_GL();
630 static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype,
631 const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
633 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
634 WINED3DTEXOPCAPS_ADDSIGNED |
635 WINED3DTEXOPCAPS_ADDSIGNED2X |
636 WINED3DTEXOPCAPS_MODULATE |
637 WINED3DTEXOPCAPS_MODULATE2X |
638 WINED3DTEXOPCAPS_MODULATE4X |
639 WINED3DTEXOPCAPS_SELECTARG1 |
640 WINED3DTEXOPCAPS_SELECTARG2 |
641 WINED3DTEXOPCAPS_DISABLE |
642 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
643 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
644 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
645 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
646 WINED3DTEXOPCAPS_LERP |
647 WINED3DTEXOPCAPS_SUBTRACT |
648 WINED3DTEXOPCAPS_ADDSMOOTH |
649 WINED3DTEXOPCAPS_MULTIPLYADD |
650 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
651 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
652 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
653 WINED3DTEXOPCAPS_DOTPRODUCT3 |
654 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
655 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
657 if (gl_info->supported[NV_TEXTURE_SHADER2])
659 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
660 * not support 3D textures. This asks for trouble if an app uses both bump mapping
661 * and 3D textures. It also allows us to keep the code simpler by having texture
662 * shaders constantly enabled.
664 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
665 /* TODO: Luminance bump map? */
668 #if 0
669 /* FIXME: Add
670 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
671 WINED3DTEXOPCAPS_PREMODULATE */
672 #endif
674 pCaps->MaxTextureBlendStages = gl_info->limits.texture_stages;
675 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
677 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
679 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
680 #if 0
681 if (gl_info->supported[NV_REGISTER_COMBINERS2])
682 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
683 #endif
686 static HRESULT nvrc_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
687 /* Context activation is done by the caller. */
688 static void nvrc_fragment_free(IWineD3DDevice *iface) {}
690 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
691 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
692 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
693 * register combiners extension(Pre-GF3).
696 static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
698 if (TRACE_ON(d3d))
700 TRACE("Checking support for fixup:\n");
701 dump_color_fixup_desc(fixup);
704 /* We only support identity conversions. */
705 if (is_identity_fixup(fixup))
707 TRACE("[OK]\n");
708 return TRUE;
711 TRACE("[FAILED]\n");
712 return FALSE;
715 static const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
716 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
717 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
718 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
719 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
720 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
721 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
722 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
723 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
724 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
725 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
726 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
727 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
728 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
729 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
730 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
731 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
732 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
733 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
734 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
735 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
736 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
737 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
738 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
739 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
740 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
741 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
742 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
743 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
744 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
745 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
746 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
747 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
748 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
749 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
750 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
751 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
752 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
753 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
754 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
755 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
756 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
757 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
758 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
759 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
760 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
761 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
762 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
763 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
764 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
765 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
766 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
767 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
768 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
769 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
770 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
771 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
772 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
773 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
774 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
775 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
776 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
777 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
778 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
779 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
780 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
781 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
782 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
783 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
784 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
785 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
786 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
787 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
788 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
789 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
790 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
791 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
792 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
793 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
794 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
795 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
796 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
797 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
798 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
799 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
800 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
801 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
802 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
803 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
804 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
805 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
806 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
807 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
808 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
809 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
810 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
811 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
812 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
813 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
814 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
815 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
816 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
817 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
818 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
819 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
820 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
821 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
822 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE },
823 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
824 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
825 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
826 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
827 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
828 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
829 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
830 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim }, NV_TEXTURE_SHADER2 },
831 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
832 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim }, NV_TEXTURE_SHADER2 },
833 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
834 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim }, NV_TEXTURE_SHADER2 },
835 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
836 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim }, NV_TEXTURE_SHADER2 },
837 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
838 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim }, NV_TEXTURE_SHADER2 },
839 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
840 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim }, NV_TEXTURE_SHADER2 },
841 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
842 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim }, NV_TEXTURE_SHADER2 },
843 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
844 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim }, NV_TEXTURE_SHADER2 },
845 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
846 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
849 const struct fragment_pipeline nvts_fragment_pipeline = {
850 nvts_enable,
851 nvrc_fragment_get_caps,
852 nvrc_fragment_alloc,
853 nvrc_fragment_free,
854 nvts_color_fixup_supported,
855 nvrc_fragmentstate_template,
856 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
859 const struct fragment_pipeline nvrc_fragment_pipeline = {
860 nvrc_enable,
861 nvrc_fragment_get_caps,
862 nvrc_fragment_alloc,
863 nvrc_fragment_free,
864 nvts_color_fixup_supported,
865 nvrc_fragmentstate_template,
866 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */