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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 /* GL locking for state handlers is done by the caller. */
33 static void nvts_activate_dimensions(const struct wined3d_state
*state
, DWORD stage
, struct wined3d_context
*context
)
37 if (stage
> 0 && (state
->texture_states
[stage
- 1][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAPLUMINANCE
38 || state
->texture_states
[stage
- 1][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAP
))
41 context
->texShaderBumpMap
|= (1 << stage
);
43 context
->texShaderBumpMap
&= ~(1 << stage
);
46 if (state
->textures
[stage
])
48 switch (state
->textures
[stage
]->baseTexture
.target
)
51 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_2D
);
52 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
54 case GL_TEXTURE_RECTANGLE_ARB
:
55 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, bumpmap
? GL_OFFSET_TEXTURE_2D_NV
: GL_TEXTURE_RECTANGLE_ARB
);
56 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
59 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_3D
);
60 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
62 case GL_TEXTURE_CUBE_MAP_ARB
:
63 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_TEXTURE_CUBE_MAP_ARB
);
64 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
68 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
69 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
76 GLenum component_usage
[3];
79 static GLenum
d3dta_to_combiner_input(DWORD d3dta
, DWORD stage
, INT texture_idx
) {
81 case WINED3DTA_DIFFUSE
:
82 return GL_PRIMARY_COLOR_NV
;
84 case WINED3DTA_CURRENT
:
85 if (stage
) return GL_SPARE0_NV
;
86 else return GL_PRIMARY_COLOR_NV
;
88 case WINED3DTA_TEXTURE
:
89 if (texture_idx
> -1) return GL_TEXTURE0_ARB
+ texture_idx
;
90 else return GL_PRIMARY_COLOR_NV
;
92 case WINED3DTA_TFACTOR
:
93 return GL_CONSTANT_COLOR0_NV
;
95 case WINED3DTA_SPECULAR
:
96 return GL_SECONDARY_COLOR_NV
;
101 case WINED3DTA_CONSTANT
:
102 /* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
103 FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
104 return GL_CONSTANT_COLOR1_NV
;
107 FIXME("Unrecognized texture arg %#x\n", d3dta
);
112 static GLenum
invert_mapping(GLenum mapping
) {
113 if (mapping
== GL_UNSIGNED_INVERT_NV
) return GL_UNSIGNED_IDENTITY_NV
;
114 else if (mapping
== GL_UNSIGNED_IDENTITY_NV
) return GL_UNSIGNED_INVERT_NV
;
116 FIXME("Unhandled mapping %#x\n", mapping
);
120 static void get_src_and_opr_nvrc(DWORD stage
, DWORD arg
, BOOL is_alpha
, GLenum
* input
, GLenum
* mapping
, GLenum
*component_usage
, INT texture_idx
) {
121 /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
123 if (arg
& WINED3DTA_COMPLEMENT
) *mapping
= GL_UNSIGNED_INVERT_NV
;
124 else *mapping
= GL_UNSIGNED_IDENTITY_NV
; /* Clamp all values to positive ranges */
126 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
127 * should be used for all input components. */
128 if (is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
) *component_usage
= GL_ALPHA
;
129 else *component_usage
= GL_RGB
;
131 *input
= d3dta_to_combiner_input(arg
& WINED3DTA_SELECTMASK
, stage
, texture_idx
);
134 void set_tex_op_nvrc(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
, BOOL is_alpha
,
135 int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
, DWORD dst
)
137 tex_op_args tex_op_args
= {{0}, {0}, {0}};
138 GLenum portion
= is_alpha
? GL_ALPHA
: GL_RGB
;
139 GLenum target
= GL_COMBINER0_NV
+ stage
;
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(state
, stage
, op
, arg1
, arg2
, arg3
))
149 arg1
= WINED3DTA_CURRENT
;
150 op
= WINED3DTOP_SELECTARG1
;
153 get_src_and_opr_nvrc(stage
, arg1
, is_alpha
, &tex_op_args
.input
[0],
154 &tex_op_args
.mapping
[0], &tex_op_args
.component_usage
[0], texture_idx
);
155 get_src_and_opr_nvrc(stage
, arg2
, is_alpha
, &tex_op_args
.input
[1],
156 &tex_op_args
.mapping
[1], &tex_op_args
.component_usage
[1], texture_idx
);
157 get_src_and_opr_nvrc(stage
, arg3
, is_alpha
, &tex_op_args
.input
[2],
158 &tex_op_args
.mapping
[2], &tex_op_args
.component_usage
[2], texture_idx
);
161 if(dst
== WINED3DTA_TEMP
) {
162 output
= GL_SPARE1_NV
;
164 output
= GL_SPARE0_NV
;
167 /* This is called by a state handler which has the gl lock held and a context for the thread */
170 case WINED3DTOP_DISABLE
:
172 if (!is_alpha
) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
173 /* Input, prev_alpha*1 */
174 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
175 GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
176 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
177 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
180 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
181 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
184 case WINED3DTOP_SELECTARG1
:
185 case WINED3DTOP_SELECTARG2
:
187 if (op
== WINED3DTOP_SELECTARG1
) {
188 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
189 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
191 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
192 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
194 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
195 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
198 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
199 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
202 case WINED3DTOP_MODULATE
:
203 case WINED3DTOP_MODULATE2X
:
204 case WINED3DTOP_MODULATE4X
:
205 /* Input, arg1*arg2 */
206 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
207 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
208 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
209 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
212 if (op
== WINED3DTOP_MODULATE
) {
213 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
214 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
215 } else if (op
== WINED3DTOP_MODULATE2X
) {
216 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
217 GL_DISCARD_NV
, GL_SCALE_BY_TWO_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
218 } else if (op
== WINED3DTOP_MODULATE4X
) {
219 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
220 GL_DISCARD_NV
, GL_SCALE_BY_FOUR_NV
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
225 case WINED3DTOP_ADDSIGNED
:
226 case WINED3DTOP_ADDSIGNED2X
:
227 /* Input, arg1*1+arg2*1 */
228 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
229 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
230 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
231 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
232 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
233 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
234 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
235 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
238 if (op
== WINED3DTOP_ADD
) {
239 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
240 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
241 } else if (op
== WINED3DTOP_ADDSIGNED
) {
242 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
243 output
, GL_NONE
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
244 } else if (op
== WINED3DTOP_ADDSIGNED2X
) {
245 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
246 output
, GL_SCALE_BY_TWO_NV
, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
250 case WINED3DTOP_SUBTRACT
:
251 /* Input, arg1*1+-arg2*1 */
252 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
253 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
254 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
255 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
256 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
257 tex_op_args
.input
[1], GL_SIGNED_NEGATE_NV
, tex_op_args
.component_usage
[1]));
258 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
259 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
262 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
263 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
266 case WINED3DTOP_ADDSMOOTH
:
267 /* Input, arg1*1+(1-arg1)*arg2 */
268 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
269 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
270 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
271 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
272 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
273 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
274 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
275 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
278 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
279 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
282 case WINED3DTOP_BLENDDIFFUSEALPHA
:
283 case WINED3DTOP_BLENDTEXTUREALPHA
:
284 case WINED3DTOP_BLENDFACTORALPHA
:
285 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
286 case WINED3DTOP_BLENDCURRENTALPHA
:
288 GLenum alpha_src
= GL_PRIMARY_COLOR_NV
;
289 if (op
== WINED3DTOP_BLENDDIFFUSEALPHA
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_DIFFUSE
, stage
, texture_idx
);
290 else if (op
== WINED3DTOP_BLENDTEXTUREALPHA
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
291 else if (op
== WINED3DTOP_BLENDFACTORALPHA
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_TFACTOR
, stage
, texture_idx
);
292 else if (op
== WINED3DTOP_BLENDTEXTUREALPHAPM
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_TEXTURE
, stage
, texture_idx
);
293 else if (op
== WINED3DTOP_BLENDCURRENTALPHA
) alpha_src
= d3dta_to_combiner_input(WINED3DTA_CURRENT
, stage
, texture_idx
);
294 else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op
));
296 /* Input, arg1*alpha_src+arg2*(1-alpha_src) */
297 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
298 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
299 if (op
== WINED3DTOP_BLENDTEXTUREALPHAPM
)
301 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
302 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
304 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
305 alpha_src
, GL_UNSIGNED_IDENTITY_NV
, GL_ALPHA
));
307 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
308 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
309 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
310 alpha_src
, GL_UNSIGNED_INVERT_NV
, GL_ALPHA
));
313 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
314 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
318 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
319 /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
320 if (is_alpha
) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
321 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
322 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
323 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
324 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
325 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
326 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
327 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
328 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
331 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
332 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
335 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
336 /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
337 if (is_alpha
) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
338 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
339 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
340 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
341 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
342 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
343 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
344 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
345 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
348 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
349 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
352 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
353 /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
354 if (is_alpha
) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR)\n");
355 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
356 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), GL_ALPHA
));
357 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
358 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
359 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
360 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
361 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
362 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
365 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
366 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
369 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
370 /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
371 if (is_alpha
) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA)\n");
372 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
373 tex_op_args
.input
[0], invert_mapping(tex_op_args
.mapping
[0]), tex_op_args
.component_usage
[0]));
374 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
375 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
376 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
377 tex_op_args
.input
[0], tex_op_args
.mapping
[0], GL_ALPHA
));
378 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
379 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
382 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
383 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
386 case WINED3DTOP_DOTPRODUCT3
:
387 /* Input, arg1 . arg2 */
388 /* FIXME: DX7 uses a different calculation? */
389 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
390 tex_op_args
.input
[0], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[0]));
391 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
392 tex_op_args
.input
[1], GL_EXPAND_NORMAL_NV
, tex_op_args
.component_usage
[1]));
395 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
396 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_TRUE
, GL_FALSE
, GL_FALSE
));
399 case WINED3DTOP_MULTIPLYADD
:
400 /* Input, arg3*1+arg1*arg2 */
401 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
402 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
403 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
404 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
405 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
406 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
407 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
408 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
411 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
412 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
415 case WINED3DTOP_LERP
:
416 /* Input, arg3*arg1+(1-arg3)*arg2 */
417 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
418 tex_op_args
.input
[2], tex_op_args
.mapping
[2], tex_op_args
.component_usage
[2]));
419 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
420 tex_op_args
.input
[0], tex_op_args
.mapping
[0], tex_op_args
.component_usage
[0]));
421 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_C_NV
,
422 tex_op_args
.input
[2], invert_mapping(tex_op_args
.mapping
[2]), tex_op_args
.component_usage
[2]));
423 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_D_NV
,
424 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
427 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
428 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
431 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
432 case WINED3DTOP_BUMPENVMAP
:
433 if (gl_info
->supported
[NV_TEXTURE_SHADER
])
435 /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
436 * perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
437 * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
438 * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
440 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_A_NV
,
441 tex_op_args
.input
[1], tex_op_args
.mapping
[1], tex_op_args
.component_usage
[1]));
442 GL_EXTCALL(glCombinerInputNV(target
, portion
, GL_VARIABLE_B_NV
,
443 GL_ZERO
, GL_UNSIGNED_INVERT_NV
, portion
));
444 /* Always pass through to CURRENT, ignore temp arg */
445 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_SPARE0_NV
, GL_DISCARD_NV
,
446 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
451 FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
452 stage
, is_alpha
, debug_d3dtop(op
), op
, arg1
, arg2
, arg3
, texture_idx
);
455 checkGLcall("set_tex_op_nvrc()");
459 static void nvrc_colorop(DWORD state_id
, struct wined3d_stateblock
*stateblock
, struct wined3d_context
*context
)
461 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
462 BOOL tex_used
= stateblock
->device
->fixed_function_usage_map
& (1 << stage
);
463 DWORD mapped_stage
= stateblock
->device
->texUnitMap
[stage
];
464 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
465 const struct wined3d_state
*state
= &stateblock
->state
;
467 TRACE("Setting color op for stage %u.\n", stage
);
469 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
470 if (use_ps(state
)) return;
472 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
474 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
476 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
478 FIXME("Attempt to enable unsupported stage!\n");
481 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
482 checkGLcall("glActiveTextureARB");
485 if (state
->lowest_disabled_stage
> 0)
487 glEnable(GL_REGISTER_COMBINERS_NV
);
488 GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV
, state
->lowest_disabled_stage
));
492 glDisable(GL_REGISTER_COMBINERS_NV
);
494 if (stage
>= state
->lowest_disabled_stage
)
496 TRACE("Stage disabled\n");
497 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
499 /* Disable everything here */
500 glDisable(GL_TEXTURE_2D
);
501 checkGLcall("glDisable(GL_TEXTURE_2D)");
502 glDisable(GL_TEXTURE_3D
);
503 checkGLcall("glDisable(GL_TEXTURE_3D)");
504 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
506 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
507 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
509 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
511 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
512 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
514 if (gl_info
->supported
[NV_TEXTURE_SHADER2
] && mapped_stage
< gl_info
->limits
.textures
)
516 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_SHADER_OPERATION_NV
, GL_NONE
);
523 /* The sampler will also activate the correct texture dimensions, so no need to do it here
524 * if the sampler for this stage is dirty
526 if (!isStateDirty(context
, STATE_SAMPLER(stage
)))
530 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
532 nvts_activate_dimensions(state
, stage
, context
);
536 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
541 /* Set the texture combiners */
542 set_tex_op_nvrc(gl_info
, state
, FALSE
, stage
,
543 state
->texture_states
[stage
][WINED3DTSS_COLOROP
],
544 state
->texture_states
[stage
][WINED3DTSS_COLORARG1
],
545 state
->texture_states
[stage
][WINED3DTSS_COLORARG2
],
546 state
->texture_states
[stage
][WINED3DTSS_COLORARG0
],
548 state
->texture_states
[stage
][WINED3DTSS_RESULTARG
]);
550 /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
551 * thus the texture shader may have to be updated
553 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
555 BOOL usesBump
= (state
->texture_states
[stage
][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAPLUMINANCE
556 || state
->texture_states
[stage
][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAP
);
557 BOOL usedBump
= !!(context
->texShaderBumpMap
& 1 << (stage
+ 1));
558 if (usesBump
!= usedBump
)
560 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
+ 1));
561 checkGLcall("glActiveTextureARB");
562 nvts_activate_dimensions(state
, stage
+ 1, context
);
563 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
564 checkGLcall("glActiveTextureARB");
569 static void nvts_texdim(DWORD state_id
, struct wined3d_stateblock
*stateblock
, struct wined3d_context
*context
)
571 DWORD sampler
= state_id
- STATE_SAMPLER(0);
572 DWORD mapped_stage
= stateblock
->device
->texUnitMap
[sampler
];
573 const struct wined3d_state
*state
= &stateblock
->state
;
575 /* No need to enable / disable anything here for unused samplers. The tex_colorop
576 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
577 * will take care of this business
579 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
|| mapped_stage
>= context
->gl_info
->limits
.textures
) return;
580 if (sampler
>= state
->lowest_disabled_stage
) return;
581 if (isStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
))) return;
583 nvts_activate_dimensions(state
, sampler
, context
);
586 static void nvts_bumpenvmat(DWORD state
, struct wined3d_stateblock
*stateblock
, struct wined3d_context
*context
)
588 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
589 DWORD mapped_stage
= stateblock
->device
->texUnitMap
[stage
+ 1];
590 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
593 /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
594 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
595 * map offsetting is done in the stage reading the bump mapped texture, and the perturbation
596 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
597 * for stage + 1. Keep the nvrc tex unit mapping in mind too
599 if (mapped_stage
< gl_info
->limits
.textures
)
601 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
602 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
604 /* We can't just pass a pointer to the stateblock to GL due to the
605 * different matrix format (column major vs row major). */
606 mat
[0][0] = *((float *)&stateblock
->state
.texture_states
[stage
][WINED3DTSS_BUMPENVMAT00
]);
607 mat
[1][0] = *((float *)&stateblock
->state
.texture_states
[stage
][WINED3DTSS_BUMPENVMAT01
]);
608 mat
[0][1] = *((float *)&stateblock
->state
.texture_states
[stage
][WINED3DTSS_BUMPENVMAT10
]);
609 mat
[1][1] = *((float *)&stateblock
->state
.texture_states
[stage
][WINED3DTSS_BUMPENVMAT11
]);
610 glTexEnvfv(GL_TEXTURE_SHADER_NV
, GL_OFFSET_TEXTURE_MATRIX_NV
, (float *)mat
);
611 checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
615 static void nvrc_texfactor(DWORD state
, struct wined3d_stateblock
*stateblock
, struct wined3d_context
*context
)
617 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
619 D3DCOLORTOGLFLOAT4(stateblock
->state
.render_states
[WINED3DRS_TEXTUREFACTOR
], col
);
620 GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV
, &col
[0]));
623 /* Context activation is done by the caller. */
624 static void nvrc_enable(BOOL enable
) {}
626 /* Context activation is done by the caller. */
627 static void nvts_enable(BOOL enable
)
631 glEnable(GL_TEXTURE_SHADER_NV
);
632 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
634 glDisable(GL_TEXTURE_SHADER_NV
);
635 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
640 static void nvrc_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*pCaps
)
642 pCaps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
644 /* The caps below can be supported but aren't handled yet in utils.c
645 * 'd3dta_to_combiner_input', disable them until support is fixed */
647 if (gl_info
->supported
[NV_REGISTER_COMBINERS2
])
648 pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_PERSTAGECONSTANT
;
651 pCaps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
|
652 WINED3DTEXOPCAPS_ADDSIGNED
|
653 WINED3DTEXOPCAPS_ADDSIGNED2X
|
654 WINED3DTEXOPCAPS_MODULATE
|
655 WINED3DTEXOPCAPS_MODULATE2X
|
656 WINED3DTEXOPCAPS_MODULATE4X
|
657 WINED3DTEXOPCAPS_SELECTARG1
|
658 WINED3DTEXOPCAPS_SELECTARG2
|
659 WINED3DTEXOPCAPS_DISABLE
|
660 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
661 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
662 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
663 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
664 WINED3DTEXOPCAPS_LERP
|
665 WINED3DTEXOPCAPS_SUBTRACT
|
666 WINED3DTEXOPCAPS_ADDSMOOTH
|
667 WINED3DTEXOPCAPS_MULTIPLYADD
|
668 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
669 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
670 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
671 WINED3DTEXOPCAPS_DOTPRODUCT3
|
672 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
673 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
;
675 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
677 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
678 * not support 3D textures. This asks for trouble if an app uses both bump mapping
679 * and 3D textures. It also allows us to keep the code simpler by having texture
680 * shaders constantly enabled.
682 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
683 /* TODO: Luminance bump map? */
688 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
689 WINED3DTEXOPCAPS_PREMODULATE */
692 pCaps
->MaxTextureBlendStages
= min(MAX_TEXTURES
, gl_info
->limits
.general_combiners
);
693 pCaps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
696 static HRESULT
nvrc_fragment_alloc(IWineD3DDeviceImpl
*device
) { return WINED3D_OK
; }
697 /* Context activation is done by the caller. */
698 static void nvrc_fragment_free(IWineD3DDeviceImpl
*device
) {}
700 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
701 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
702 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
703 * register combiners extension(Pre-GF3).
706 static BOOL
nvts_color_fixup_supported(struct color_fixup_desc fixup
)
710 TRACE("Checking support for fixup:\n");
711 dump_color_fixup_desc(fixup
);
714 /* We only support identity conversions. */
715 if (is_identity_fixup(fixup
))
725 static const struct StateEntryTemplate nvrc_fragmentstate_template
[] = {
726 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
727 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
728 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
729 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
730 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
731 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
732 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
733 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
734 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
735 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
736 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
737 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
738 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
739 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
740 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
741 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
742 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
743 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
744 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
745 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
746 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
747 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
748 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
749 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
750 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
751 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
752 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
753 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
754 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
755 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
756 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
757 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
758 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
759 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
760 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
761 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
762 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
763 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
764 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
765 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
766 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
767 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
768 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
769 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
770 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
771 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
772 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
773 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
774 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
775 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
776 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
777 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
778 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
779 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
780 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
781 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
782 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
783 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
784 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
785 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
786 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
787 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
788 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
789 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
790 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
791 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
792 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
793 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
794 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
795 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
796 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
797 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
798 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
799 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
800 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
801 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
802 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
803 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
804 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
805 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
806 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
807 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
808 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
809 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
810 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
811 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
812 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
813 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
814 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
815 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
816 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
817 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
818 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
819 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
820 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
821 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
822 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
823 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
824 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
825 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
826 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
827 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
828 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
829 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
830 { STATE_PIXELSHADER
, { STATE_PIXELSHADER
, apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
831 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
832 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), nvrc_texfactor
}, WINED3D_GL_EXT_NONE
},
833 { STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
834 { STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
835 { STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
836 { STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
837 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
838 { STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
839 { STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
840 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim
}, NV_TEXTURE_SHADER2
},
841 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
842 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim
}, NV_TEXTURE_SHADER2
},
843 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
844 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim
}, NV_TEXTURE_SHADER2
},
845 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
846 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim
}, NV_TEXTURE_SHADER2
},
847 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
848 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim
}, NV_TEXTURE_SHADER2
},
849 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
850 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim
}, NV_TEXTURE_SHADER2
},
851 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
852 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim
}, NV_TEXTURE_SHADER2
},
853 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
854 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim
}, NV_TEXTURE_SHADER2
},
855 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
856 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
859 const struct fragment_pipeline nvts_fragment_pipeline
= {
861 nvrc_fragment_get_caps
,
864 nvts_color_fixup_supported
,
865 nvrc_fragmentstate_template
,
866 FALSE
/* we cannot disable projected textures. The vertex pipe has to do it */
869 const struct fragment_pipeline nvrc_fragment_pipeline
= {
871 nvrc_fragment_get_caps
,
874 nvts_color_fixup_supported
,
875 nvrc_fragmentstate_template
,
876 FALSE
/* we cannot disable projected textures. The vertex pipe has to do it */