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 #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
)
39 if(stage
> 0 && (stateblock
->textureState
[stage
- 1][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAPLUMINANCE
||
40 stateblock
->textureState
[stage
- 1][WINED3DTSS_COLOROP
] == WINED3DTOP_BUMPENVMAP
)) {
42 context
->texShaderBumpMap
|= (1 << stage
);
44 context
->texShaderBumpMap
&= ~(1 << stage
);
47 if(stateblock
->textures
[stage
]) {
48 switch(IWineD3DBaseTexture_GetTextureDimensions(stateblock
->textures
[stage
])) {
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, ...)");
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, ...)");
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)");
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)");
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)");
75 GLenum component_usage
[3];
78 static GLenum
d3dta_to_combiner_input(DWORD d3dta
, DWORD stage
, INT texture_idx
) {
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
;
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
;
106 FIXME("Unrecognized texture arg %#x\n", d3dta
);
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
);
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
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
;
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
;
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 */
169 case WINED3DTOP_DISABLE
:
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
));
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
));
183 case WINED3DTOP_SELECTARG1
:
184 case WINED3DTOP_SELECTARG2
:
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]));
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
));
197 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
198 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
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]));
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
));
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
));
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
));
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
));
261 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
262 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
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]));
277 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
278 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
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
));
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
));
312 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
313 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
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
));
330 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
331 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
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
));
347 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
348 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
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
));
364 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
365 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
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
));
381 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
382 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
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]));
394 GL_EXTCALL(glCombinerOutputNV(target
, portion
, output
, GL_DISCARD_NV
,
395 GL_DISCARD_NV
, GL_NONE
, GL_NONE
, GL_TRUE
, GL_FALSE
, GL_FALSE
));
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]));
410 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
411 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
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]));
426 GL_EXTCALL(glCombinerOutputNV(target
, portion
, GL_DISCARD_NV
, GL_DISCARD_NV
,
427 output
, GL_NONE
, GL_NONE
, GL_FALSE
, GL_FALSE
, GL_FALSE
));
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
));
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");
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
));
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
);
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
)))
524 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
526 nvts_activate_dimensions(stage
, stateblock
, context
);
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
],
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];
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
)
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
) {
621 glEnable(GL_TEXTURE_SHADER_NV
);
622 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
624 glDisable(GL_TEXTURE_SHADER_NV
);
625 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
630 static void nvrc_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*pCaps
)
632 pCaps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
|
633 WINED3DTEXOPCAPS_ADDSIGNED
|
634 WINED3DTEXOPCAPS_ADDSIGNED2X
|
635 WINED3DTEXOPCAPS_MODULATE
|
636 WINED3DTEXOPCAPS_MODULATE2X
|
637 WINED3DTEXOPCAPS_MODULATE4X
|
638 WINED3DTEXOPCAPS_SELECTARG1
|
639 WINED3DTEXOPCAPS_SELECTARG2
|
640 WINED3DTEXOPCAPS_DISABLE
|
641 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
642 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
643 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
644 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
645 WINED3DTEXOPCAPS_LERP
|
646 WINED3DTEXOPCAPS_SUBTRACT
|
647 WINED3DTEXOPCAPS_ADDSMOOTH
|
648 WINED3DTEXOPCAPS_MULTIPLYADD
|
649 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
650 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
651 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
652 WINED3DTEXOPCAPS_DOTPRODUCT3
|
653 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
654 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
;
656 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
658 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
659 * not support 3D textures. This asks for trouble if an app uses both bump mapping
660 * and 3D textures. It also allows us to keep the code simpler by having texture
661 * shaders constantly enabled.
663 pCaps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BUMPENVMAP
;
664 /* TODO: Luminance bump map? */
669 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
670 WINED3DTEXOPCAPS_PREMODULATE */
673 pCaps
->MaxTextureBlendStages
= min(MAX_TEXTURES
, gl_info
->limits
.general_combiners
);
674 pCaps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
676 pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_TSSARGTEMP
;
678 /* 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 (gl_info
->supported
[NV_REGISTER_COMBINERS2
])
681 pCaps
->PrimitiveMiscCaps
|= WINED3DPMISCCAPS_PERSTAGECONSTANT
;
685 static HRESULT
nvrc_fragment_alloc(IWineD3DDevice
*iface
) { return WINED3D_OK
; }
686 /* Context activation is done by the caller. */
687 static void nvrc_fragment_free(IWineD3DDevice
*iface
) {}
689 /* Two fixed function pipeline implementations using GL_NV_register_combiners and
690 * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
691 * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the
692 * register combiners extension(Pre-GF3).
695 static BOOL
nvts_color_fixup_supported(struct color_fixup_desc fixup
)
699 TRACE("Checking support for fixup:\n");
700 dump_color_fixup_desc(fixup
);
703 /* We only support identity conversions. */
704 if (is_identity_fixup(fixup
))
714 static const struct StateEntryTemplate nvrc_fragmentstate_template
[] = {
715 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
716 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
717 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
718 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
719 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
720 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
721 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
722 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
723 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
724 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
725 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
726 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
727 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
728 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
729 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
730 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
731 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
732 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
733 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
734 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
735 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
736 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
737 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
738 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
739 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
740 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
741 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
742 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
743 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
744 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
745 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
746 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
747 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
748 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
749 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
750 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
751 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
752 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
753 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
754 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
755 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
756 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
757 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
758 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
759 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
760 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
761 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
762 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
763 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
764 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
765 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
766 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
767 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
768 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
769 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
770 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
771 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
772 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
773 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
774 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
775 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
776 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
777 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
778 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
779 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
780 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
781 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
782 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
783 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
784 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
785 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
786 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
787 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
788 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
789 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
790 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
791 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
792 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
793 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
794 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
795 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
796 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
797 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
798 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
799 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
800 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
801 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
802 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
803 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
804 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
805 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
806 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), nvrc_colorop
}, WINED3D_GL_EXT_NONE
},
807 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
808 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
809 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
810 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
811 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
812 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), nvts_bumpenvmat
}, NV_TEXTURE_SHADER2
},
813 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
814 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
815 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, NV_TEXTURE_SHADER2
},
816 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
817 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), NULL
}, WINED3D_GL_EXT_NONE
},
818 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
819 { STATE_PIXELSHADER
, { STATE_PIXELSHADER
, apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
820 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
821 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), nvrc_texfactor
}, WINED3D_GL_EXT_NONE
},
822 { STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
823 { STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
824 { STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
825 { STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
826 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
827 { STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
828 { STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
829 { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim
}, NV_TEXTURE_SHADER2
},
830 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
831 { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim
}, NV_TEXTURE_SHADER2
},
832 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
833 { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim
}, NV_TEXTURE_SHADER2
},
834 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
835 { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim
}, NV_TEXTURE_SHADER2
},
836 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
837 { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim
}, NV_TEXTURE_SHADER2
},
838 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
839 { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim
}, NV_TEXTURE_SHADER2
},
840 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
841 { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim
}, NV_TEXTURE_SHADER2
},
842 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
843 { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim
}, NV_TEXTURE_SHADER2
},
844 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
845 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
848 const struct fragment_pipeline nvts_fragment_pipeline
= {
850 nvrc_fragment_get_caps
,
853 nvts_color_fixup_supported
,
854 nvrc_fragmentstate_template
,
855 FALSE
/* we cannot disable projected textures. The vertex pipe has to do it */
858 const struct fragment_pipeline nvrc_fragment_pipeline
= {
860 nvrc_fragment_get_caps
,
863 nvts_color_fixup_supported
,
864 nvrc_fragmentstate_template
,
865 FALSE
/* we cannot disable projected textures. The vertex pipe has to do it */