| /* |
| * Fixed function pipeline replacement using GL_NV_register_combiners |
| * and GL_NV_texture_shader |
| * |
| * Copyright 2006 Henri Verbeet |
| * Copyright 2008 Stefan Dösinger(for CodeWeavers) |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| #include "config.h" |
| #include "wine/port.h" |
| |
| #include <math.h> |
| #include <stdio.h> |
| |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| |
| /* Context activation for state handlers is done by the caller. */ |
| |
| static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| BOOL bumpmap = FALSE; |
| |
| if (stage > 0 |
| && (state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE |
| || state->texture_states[stage - 1][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP)) |
| { |
| bumpmap = TRUE; |
| context->texShaderBumpMap |= (1u << stage); |
| } |
| else |
| { |
| context->texShaderBumpMap &= ~(1u << stage); |
| } |
| |
| if (state->textures[stage]) |
| { |
| switch (state->textures[stage]->target) |
| { |
| case GL_TEXTURE_2D: |
| gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, |
| bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D); |
| checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)"); |
| break; |
| case GL_TEXTURE_RECTANGLE_ARB: |
| gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, |
| bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB); |
| checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)"); |
| break; |
| case GL_TEXTURE_3D: |
| gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D); |
| checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)"); |
| break; |
| case GL_TEXTURE_CUBE_MAP_ARB: |
| gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)"); |
| break; |
| } |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE); |
| checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)"); |
| } |
| } |
| |
| struct tex_op_args |
| { |
| GLenum input[3]; |
| GLenum mapping[3]; |
| GLenum component_usage[3]; |
| }; |
| |
| static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) { |
| switch (d3dta) { |
| case WINED3DTA_DIFFUSE: |
| return GL_PRIMARY_COLOR_NV; |
| |
| case WINED3DTA_CURRENT: |
| if (stage) return GL_SPARE0_NV; |
| else return GL_PRIMARY_COLOR_NV; |
| |
| case WINED3DTA_TEXTURE: |
| if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx; |
| else return GL_PRIMARY_COLOR_NV; |
| |
| case WINED3DTA_TFACTOR: |
| return GL_CONSTANT_COLOR0_NV; |
| |
| case WINED3DTA_SPECULAR: |
| return GL_SECONDARY_COLOR_NV; |
| |
| case WINED3DTA_TEMP: |
| return GL_SPARE1_NV; |
| |
| case WINED3DTA_CONSTANT: |
| /* TODO: Support per stage constants (WINED3D_TSS_CONSTANT, NV_register_combiners2) */ |
| FIXME("WINED3DTA_CONSTANT, not properly supported.\n"); |
| return GL_CONSTANT_COLOR1_NV; |
| |
| default: |
| FIXME("Unrecognized texture arg %#x\n", d3dta); |
| return GL_TEXTURE; |
| } |
| } |
| |
| static GLenum invert_mapping(GLenum mapping) { |
| if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV; |
| else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV; |
| |
| FIXME("Unhandled mapping %#x\n", mapping); |
| return mapping; |
| } |
| |
| static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) { |
| /* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should |
| * be used. */ |
| if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV; |
| else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */ |
| |
| /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input |
| * should be used for all input components. */ |
| if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA; |
| else *component_usage = GL_RGB; |
| |
| *input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx); |
| } |
| |
| void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha, |
| int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) |
| { |
| struct tex_op_args tex_op_args = {{0}, {0}, {0}}; |
| GLenum portion = is_alpha ? GL_ALPHA : GL_RGB; |
| GLenum target = GL_COMBINER0_NV + stage; |
| GLenum output; |
| |
| TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n", |
| stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx); |
| |
| /* If a texture stage references an invalid texture unit the stage just |
| * passes through the result from the previous stage */ |
| if (is_invalid_op(state, stage, op, arg1, arg2, arg3)) |
| { |
| arg1 = WINED3DTA_CURRENT; |
| op = WINED3D_TOP_SELECT_ARG1; |
| } |
| |
| get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0], |
| &tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx); |
| get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1], |
| &tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx); |
| get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2], |
| &tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx); |
| |
| |
| if(dst == WINED3DTA_TEMP) { |
| output = GL_SPARE1_NV; |
| } else { |
| output = GL_SPARE0_NV; |
| } |
| |
| switch (op) |
| { |
| case WINED3D_TOP_DISABLE: |
| /* Only for alpha */ |
| if (!is_alpha) |
| ERR("Shouldn't be called for WINED3D_TSS_COLOR_OP (WINED3DTOP_DISABLE).\n"); |
| /* Input, prev_alpha*1 */ |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA)); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA)); |
| |
| /* Output */ |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV, |
| GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| case WINED3D_TOP_SELECT_ARG1: |
| case WINED3D_TOP_SELECT_ARG2: |
| /* Input, arg*1 */ |
| if (op == WINED3D_TOP_SELECT_ARG1) |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); |
| else |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); |
| |
| /* Output */ |
| GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV, |
| GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| case WINED3D_TOP_MODULATE: |
| case WINED3D_TOP_MODULATE_2X: |
| case WINED3D_TOP_MODULATE_4X: |
| /* Input, arg1*arg2 */ |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); |
| |
| /* Output */ |
| if (op == WINED3D_TOP_MODULATE) |
| GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV, |
| GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| else if (op == WINED3D_TOP_MODULATE_2X) |
| GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV, |
| GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| else if (op == WINED3D_TOP_MODULATE_4X) |
| GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV, |
| GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| case WINED3D_TOP_ADD: |
| case WINED3D_TOP_ADD_SIGNED: |
| case WINED3D_TOP_ADD_SIGNED_2X: |
| /* Input, arg1*1+arg2*1 */ |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, |
| tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); |
| |
| /* Output */ |
| if (op == WINED3D_TOP_ADD) |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, |
| output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| else if (op == WINED3D_TOP_ADD_SIGNED) |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, |
| output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE)); |
| else if (op == WINED3D_TOP_ADD_SIGNED_2X) |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, |
| output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| case WINED3D_TOP_SUBTRACT: |
| /* Input, arg1*1+-arg2*1 */ |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, |
| tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); |
| |
| /* Output */ |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, |
| output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| case WINED3D_TOP_ADD_SMOOTH: |
| /* Input, arg1*1+(1-arg1)*arg2 */ |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, |
| tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, |
| tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); |
| |
| /* Output */ |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, |
| output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: |
| case WINED3D_TOP_BLEND_TEXTURE_ALPHA: |
| case WINED3D_TOP_BLEND_FACTOR_ALPHA: |
| case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: |
| case WINED3D_TOP_BLEND_CURRENT_ALPHA: |
| { |
| GLenum alpha_src = GL_PRIMARY_COLOR_NV; |
| if (op == WINED3D_TOP_BLEND_DIFFUSE_ALPHA) |
| alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx); |
| else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA) |
| alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx); |
| else if (op == WINED3D_TOP_BLEND_FACTOR_ALPHA) |
| alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx); |
| else if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM) |
| alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx); |
| else if (op == WINED3D_TOP_BLEND_CURRENT_ALPHA) |
| alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx); |
| else |
| FIXME("Unhandled texture op %s, shouldn't happen.\n", debug_d3dtop(op)); |
| |
| /* Input, arg1*alpha_src+arg2*(1-alpha_src) */ |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); |
| if (op == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM) |
| { |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); |
| } else { |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA)); |
| } |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, |
| tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, |
| alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA)); |
| |
| /* Output */ |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, |
| output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| } |
| |
| case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: |
| /* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */ |
| if (is_alpha) |
| ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEALPHA_ADDCOLOR).\n"); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA)); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); |
| |
| /* Output */ |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, |
| output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: |
| /* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */ |
| if (is_alpha) |
| ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATECOLOR_ADDALPHA).\n"); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA)); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); |
| |
| /* Output */ |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, |
| output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: |
| /* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */ |
| if (is_alpha) |
| ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR).\n"); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA)); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); |
| |
| /* Output */ |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, |
| output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: |
| /* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */ |
| if (is_alpha) |
| ERR("Only supported for WINED3D_TSS_COLOR_OP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA).\n"); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA)); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); |
| |
| /* Output */ |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, |
| output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| case WINED3D_TOP_DOTPRODUCT3: |
| /* Input, arg1 . arg2 */ |
| /* FIXME: DX7 uses a different calculation? */ |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1])); |
| |
| /* Output */ |
| GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV, |
| GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| case WINED3D_TOP_MULTIPLY_ADD: |
| /* Input, arg3*1+arg1*arg2 */ |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, |
| tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); |
| |
| /* Output */ |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, |
| output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| case WINED3D_TOP_LERP: |
| /* Input, arg3*arg1+(1-arg3)*arg2 */ |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV, |
| tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV, |
| tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); |
| |
| /* Output */ |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV, |
| output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| case WINED3D_TOP_BUMPENVMAP_LUMINANCE: |
| case WINED3D_TOP_BUMPENVMAP: |
| if (!gl_info->supported[NV_TEXTURE_SHADER]) |
| { |
| WARN("BUMPENVMAP requires GL_NV_texture_shader in this codepath\n"); |
| break; |
| } |
| |
| /* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to |
| * perform bump mapping and source from the current stage. Pretty much a SELECTARG2. |
| * ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1 |
| * (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the |
| * next stage */ |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV, |
| tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1])); |
| GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV, |
| GL_ZERO, GL_UNSIGNED_INVERT_NV, portion)); |
| /* Always pass through to CURRENT, ignore temp arg */ |
| GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV, |
| GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE)); |
| break; |
| |
| default: |
| FIXME("Unhandled texture op: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d.\n", |
| stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx); |
| } |
| |
| checkGLcall("set_tex_op_nvrc()"); |
| } |
| |
| |
| static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| BOOL tex_used = context->fixed_function_usage_map & (1u << stage); |
| DWORD mapped_stage = context->tex_unit_map[stage]; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| TRACE("Setting color op for stage %u.\n", stage); |
| |
| /* Using a pixel shader? Don't care for anything here, the shader applying does it */ |
| if (use_ps(state)) return; |
| |
| if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage); |
| |
| if (mapped_stage != WINED3D_UNMAPPED_STAGE) |
| { |
| if (tex_used && mapped_stage >= gl_info->limits.textures) |
| { |
| FIXME("Attempt to enable unsupported stage!\n"); |
| return; |
| } |
| context_active_texture(context, gl_info, mapped_stage); |
| } |
| |
| if (context->lowest_disabled_stage > 0) |
| { |
| gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV); |
| GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, context->lowest_disabled_stage)); |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV); |
| } |
| if (stage >= context->lowest_disabled_stage) |
| { |
| TRACE("Stage disabled\n"); |
| if (mapped_stage != WINED3D_UNMAPPED_STAGE) |
| { |
| /* Disable everything here */ |
| gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); |
| checkGLcall("glDisable(GL_TEXTURE_2D)"); |
| gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D); |
| checkGLcall("glDisable(GL_TEXTURE_3D)"); |
| if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); |
| } |
| if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); |
| checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); |
| } |
| if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures) |
| { |
| gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE); |
| } |
| } |
| /* All done */ |
| return; |
| } |
| |
| /* The sampler will also activate the correct texture dimensions, so no need to do it here |
| * if the sampler for this stage is dirty |
| */ |
| if (!isStateDirty(context, STATE_SAMPLER(stage))) |
| { |
| if (tex_used) |
| { |
| if (gl_info->supported[NV_TEXTURE_SHADER2]) |
| { |
| nvts_activate_dimensions(state, stage, context); |
| } |
| else |
| { |
| texture_activate_dimensions(state->textures[stage], gl_info); |
| } |
| } |
| } |
| |
| /* Set the texture combiners */ |
| set_tex_op_nvrc(gl_info, state, FALSE, stage, |
| state->texture_states[stage][WINED3D_TSS_COLOR_OP], |
| state->texture_states[stage][WINED3D_TSS_COLOR_ARG1], |
| state->texture_states[stage][WINED3D_TSS_COLOR_ARG2], |
| state->texture_states[stage][WINED3D_TSS_COLOR_ARG0], |
| mapped_stage, |
| state->texture_states[stage][WINED3D_TSS_RESULT_ARG]); |
| |
| /* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set, |
| * thus the texture shader may have to be updated |
| */ |
| if (gl_info->supported[NV_TEXTURE_SHADER2]) |
| { |
| BOOL usesBump = (state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP_LUMINANCE |
| || state->texture_states[stage][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_BUMPENVMAP); |
| BOOL usedBump = !!(context->texShaderBumpMap & 1u << (stage + 1)); |
| if (usesBump != usedBump) |
| { |
| context_active_texture(context, gl_info, mapped_stage + 1); |
| nvts_activate_dimensions(state, stage + 1, context); |
| context_active_texture(context, gl_info, mapped_stage); |
| } |
| } |
| } |
| |
| static void nvrc_resultarg(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| |
| TRACE("Setting result arg for stage %u.\n", stage); |
| |
| if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP))) |
| { |
| context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP)); |
| } |
| if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP))) |
| { |
| context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP)); |
| } |
| } |
| |
| static void nvts_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| DWORD sampler = state_id - STATE_SAMPLER(0); |
| DWORD mapped_stage = context->tex_unit_map[sampler]; |
| |
| /* No need to enable / disable anything here for unused samplers. The tex_colorop |
| * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop |
| * will take care of this business. */ |
| if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) |
| return; |
| if (sampler >= context->lowest_disabled_stage) |
| return; |
| if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP))) |
| return; |
| |
| nvts_activate_dimensions(state, sampler, context); |
| } |
| |
| static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| DWORD mapped_stage = context->tex_unit_map[stage + 1]; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| float mat[2][2]; |
| |
| /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to |
| * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump |
| * map offsetting is done in the stage reading the bump mapped texture, and the perturbation |
| * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix |
| * for stage + 1. Keep the nvrc tex unit mapping in mind too |
| */ |
| if (mapped_stage < gl_info->limits.textures) |
| { |
| context_active_texture(context, gl_info, mapped_stage); |
| |
| /* We can't just pass a pointer to the state to GL due to the |
| * different matrix format (column major vs row major). */ |
| mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]); |
| mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]); |
| mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]); |
| mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]); |
| gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *)mat); |
| checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)"); |
| } |
| } |
| |
| static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_color color; |
| |
| wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]); |
| GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &color.r)); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void nvrc_enable(const struct wined3d_gl_info *gl_info, BOOL enable) |
| { |
| if (enable) |
| { |
| gl_info->gl_ops.gl.p_glEnable(GL_REGISTER_COMBINERS_NV); |
| checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)"); |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_REGISTER_COMBINERS_NV); |
| checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)"); |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void nvts_enable(const struct wined3d_gl_info *gl_info, BOOL enable) |
| { |
| nvrc_enable(gl_info, enable); |
| if (enable) |
| { |
| gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_SHADER_NV); |
| checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_SHADER_NV); |
| checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)"); |
| } |
| } |
| |
| static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps) |
| { |
| caps->wined3d_caps = 0; |
| caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP; |
| |
| /* The caps below can be supported but aren't handled yet in utils.c |
| * 'd3dta_to_combiner_input', disable them until support is fixed */ |
| #if 0 |
| if (gl_info->supported[NV_REGISTER_COMBINERS2]) |
| caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT; |
| #endif |
| |
| caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
| | WINED3DTEXOPCAPS_ADDSIGNED |
| | WINED3DTEXOPCAPS_ADDSIGNED2X |
| | WINED3DTEXOPCAPS_MODULATE |
| | WINED3DTEXOPCAPS_MODULATE2X |
| | WINED3DTEXOPCAPS_MODULATE4X |
| | WINED3DTEXOPCAPS_SELECTARG1 |
| | WINED3DTEXOPCAPS_SELECTARG2 |
| | WINED3DTEXOPCAPS_DISABLE |
| | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
| | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
| | WINED3DTEXOPCAPS_BLENDFACTORALPHA |
| | WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
| | WINED3DTEXOPCAPS_LERP |
| | WINED3DTEXOPCAPS_SUBTRACT |
| | WINED3DTEXOPCAPS_ADDSMOOTH |
| | WINED3DTEXOPCAPS_MULTIPLYADD |
| | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
| | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
| | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
| | WINED3DTEXOPCAPS_DOTPRODUCT3 |
| | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
| | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA; |
| |
| if (gl_info->supported[NV_TEXTURE_SHADER2]) |
| { |
| /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does |
| * not support 3D textures. This asks for trouble if an app uses both bump mapping |
| * and 3D textures. It also allows us to keep the code simpler by having texture |
| * shaders constantly enabled. */ |
| caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP; |
| /* TODO: Luminance bump map? */ |
| } |
| |
| #if 0 |
| /* FIXME: Add |
| caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE |
| WINED3DTEXOPCAPS_PREMODULATE */ |
| #endif |
| |
| caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners); |
| caps->MaxSimultaneousTextures = gl_info->limits.textures; |
| } |
| |
| static DWORD nvrc_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info) |
| { |
| return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD; |
| } |
| |
| static void *nvrc_fragment_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) |
| { |
| return shader_priv; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void nvrc_fragment_free(struct wined3d_device *device) {} |
| |
| /* Two fixed function pipeline implementations using GL_NV_register_combiners and |
| * GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions |
| * are available(geforce 3 and newer), while nvrc_fragment_pipeline uses only the |
| * register combiners extension(Pre-GF3). |
| */ |
| |
| static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup) |
| { |
| /* We only support identity conversions. */ |
| return is_identity_fixup(fixup); |
| } |
| |
| static const struct StateEntryTemplate nvrc_fragmentstate_template[] = |
| { |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, NV_TEXTURE_SHADER2 }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), nvrc_resultarg }, WINED3D_GL_EXT_NONE }, |
| { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim }, NV_TEXTURE_SHADER2 }, |
| { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim }, NV_TEXTURE_SHADER2 }, |
| { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim }, NV_TEXTURE_SHADER2 }, |
| { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim }, NV_TEXTURE_SHADER2 }, |
| { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim }, NV_TEXTURE_SHADER2 }, |
| { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim }, NV_TEXTURE_SHADER2 }, |
| { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim }, NV_TEXTURE_SHADER2 }, |
| { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim }, NV_TEXTURE_SHADER2 }, |
| { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, |
| }; |
| |
| static BOOL nvrc_context_alloc(struct wined3d_context *context) |
| { |
| return TRUE; |
| } |
| |
| static void nvrc_context_free(struct wined3d_context *context) |
| { |
| } |
| |
| |
| const struct fragment_pipeline nvts_fragment_pipeline = { |
| nvts_enable, |
| nvrc_fragment_get_caps, |
| nvrc_fragment_get_emul_mask, |
| nvrc_fragment_alloc, |
| nvrc_fragment_free, |
| nvrc_context_alloc, |
| nvrc_context_free, |
| nvts_color_fixup_supported, |
| nvrc_fragmentstate_template, |
| }; |
| |
| const struct fragment_pipeline nvrc_fragment_pipeline = { |
| nvrc_enable, |
| nvrc_fragment_get_caps, |
| nvrc_fragment_get_emul_mask, |
| nvrc_fragment_alloc, |
| nvrc_fragment_free, |
| nvrc_context_alloc, |
| nvrc_context_free, |
| nvts_color_fixup_supported, |
| nvrc_fragmentstate_template, |
| }; |