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855 lines
57 KiB
C
855 lines
57 KiB
C
/*
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* Fixed function pipeline replacement using GL_NV_register_combiners
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* and GL_NV_texture_shader
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*
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* Copyright 2006 Henri Verbeet
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* Copyright 2008 Stefan Dösinger(for CodeWeavers)
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <math.h>
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
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/* GL locking for state handlers is done by the caller. */
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static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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{
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BOOL bumpmap = FALSE;
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if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
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stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
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bumpmap = TRUE;
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context->texShaderBumpMap |= (1 << stage);
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} else {
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context->texShaderBumpMap &= ~(1 << stage);
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}
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if(stateblock->textures[stage]) {
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switch(IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
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case GL_TEXTURE_2D:
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
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checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
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break;
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case GL_TEXTURE_RECTANGLE_ARB:
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_RECTANGLE_ARB);
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checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
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break;
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case GL_TEXTURE_3D:
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
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checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
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break;
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case GL_TEXTURE_CUBE_MAP_ARB:
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
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checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
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break;
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}
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} else {
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
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checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
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}
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}
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typedef struct {
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GLenum input[3];
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GLenum mapping[3];
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GLenum component_usage[3];
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} tex_op_args;
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static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
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switch (d3dta) {
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case WINED3DTA_DIFFUSE:
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return GL_PRIMARY_COLOR_NV;
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case WINED3DTA_CURRENT:
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if (stage) return GL_SPARE0_NV;
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else return GL_PRIMARY_COLOR_NV;
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case WINED3DTA_TEXTURE:
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if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
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else return GL_PRIMARY_COLOR_NV;
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case WINED3DTA_TFACTOR:
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return GL_CONSTANT_COLOR0_NV;
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case WINED3DTA_SPECULAR:
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return GL_SECONDARY_COLOR_NV;
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case WINED3DTA_TEMP:
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return GL_SPARE1_NV;
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case WINED3DTA_CONSTANT:
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/* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
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FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
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return GL_CONSTANT_COLOR1_NV;
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default:
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FIXME("Unrecognized texture arg %#x\n", d3dta);
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return GL_TEXTURE;
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}
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}
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static GLenum invert_mapping(GLenum mapping) {
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if (mapping == GL_UNSIGNED_INVERT_NV) return GL_UNSIGNED_IDENTITY_NV;
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else if (mapping == GL_UNSIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
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FIXME("Unhandled mapping %#x\n", mapping);
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return mapping;
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}
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static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
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/* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
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* be used. */
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if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
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else *mapping = GL_UNSIGNED_IDENTITY_NV; /* Clamp all values to positive ranges */
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/* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
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* should be used for all input components. */
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if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
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else *component_usage = GL_RGB;
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*input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
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}
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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) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl*)iface;
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tex_op_args tex_op_args = {{0}, {0}, {0}};
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GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
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GLenum target = GL_COMBINER0_NV + stage;
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GLenum output;
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IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* For GLINFO_LOCATION */
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TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
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stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
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/* If a texture stage references an invalid texture unit the stage just
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* passes through the result from the previous stage */
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if (is_invalid_op(This, stage, op, arg1, arg2, arg3)) {
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arg1 = WINED3DTA_CURRENT;
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op = WINED3DTOP_SELECTARG1;
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}
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get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
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&tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
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get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
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&tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
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get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
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&tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
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if(dst == WINED3DTA_TEMP) {
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output = GL_SPARE1_NV;
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} else {
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output = GL_SPARE0_NV;
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}
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/* This is called by a state handler which has the gl lock held and a context for the thread */
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switch(op)
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{
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case WINED3DTOP_DISABLE:
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/* Only for alpha */
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if (!is_alpha) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
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/* Input, prev_alpha*1 */
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
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GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
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/* Output */
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GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
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GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
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break;
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case WINED3DTOP_SELECTARG1:
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case WINED3DTOP_SELECTARG2:
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/* Input, arg*1 */
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if (op == WINED3DTOP_SELECTARG1) {
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
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tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
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} else {
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
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tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
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}
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
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/* Output */
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GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
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GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
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break;
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case WINED3DTOP_MODULATE:
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case WINED3DTOP_MODULATE2X:
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case WINED3DTOP_MODULATE4X:
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/* Input, arg1*arg2 */
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
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tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
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tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
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/* Output */
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if (op == WINED3DTOP_MODULATE) {
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GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
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GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
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} else if (op == WINED3DTOP_MODULATE2X) {
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GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
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GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
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} else if (op == WINED3DTOP_MODULATE4X) {
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GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
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GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
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}
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break;
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case WINED3DTOP_ADD:
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case WINED3DTOP_ADDSIGNED:
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case WINED3DTOP_ADDSIGNED2X:
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/* Input, arg1*1+arg2*1 */
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
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tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
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tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
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/* Output */
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if (op == WINED3DTOP_ADD) {
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GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
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output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
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} else if (op == WINED3DTOP_ADDSIGNED) {
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GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
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output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
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} else if (op == WINED3DTOP_ADDSIGNED2X) {
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GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
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output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
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}
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break;
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case WINED3DTOP_SUBTRACT:
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/* Input, arg1*1+-arg2*1 */
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
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tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
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tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
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/* Output */
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GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
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output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
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break;
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case WINED3DTOP_ADDSMOOTH:
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/* Input, arg1*1+(1-arg1)*arg2 */
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
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tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
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tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
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tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
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/* Output */
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GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
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output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
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break;
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case WINED3DTOP_BLENDDIFFUSEALPHA:
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case WINED3DTOP_BLENDTEXTUREALPHA:
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case WINED3DTOP_BLENDFACTORALPHA:
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case WINED3DTOP_BLENDTEXTUREALPHAPM:
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case WINED3DTOP_BLENDCURRENTALPHA:
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{
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GLenum alpha_src = GL_PRIMARY_COLOR_NV;
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if (op == WINED3DTOP_BLENDDIFFUSEALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
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else if (op == WINED3DTOP_BLENDTEXTUREALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
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else if (op == WINED3DTOP_BLENDFACTORALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
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else if (op == WINED3DTOP_BLENDTEXTUREALPHAPM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
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else if (op == WINED3DTOP_BLENDCURRENTALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
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else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op));
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/* Input, arg1*alpha_src+arg2*(1-alpha_src) */
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
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tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
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if (op == WINED3DTOP_BLENDTEXTUREALPHAPM)
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{
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
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} else {
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
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alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
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}
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
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tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
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alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
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/* Output */
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GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
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output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
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break;
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}
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case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
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/* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
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if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
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tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
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tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
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tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
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/* Output */
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GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
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output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
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break;
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case WINED3DTOP_MODULATECOLOR_ADDALPHA:
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/* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
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if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
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tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
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tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
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tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
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GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
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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 WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
|
|
/* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
|
|
if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (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 WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
|
|
/* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
|
|
if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (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 WINED3DTOP_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 WINED3DTOP_MULTIPLYADD:
|
|
/* 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 WINED3DTOP_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 WINED3DTOP_BUMPENVMAPLUMINANCE:
|
|
case WINED3DTOP_BUMPENVMAP:
|
|
if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
|
|
/* 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 WINED3DTOP: 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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
|
|
{
|
|
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
|
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
|
|
BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
|
|
|
|
TRACE("Setting color op for stage %d\n", stage);
|
|
|
|
/* Using a pixel shader? Don't care for anything here, the shader applying does it */
|
|
if (use_ps(stateblock)) 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_LIMITS(textures)) {
|
|
FIXME("Attempt to enable unsupported stage!\n");
|
|
return;
|
|
}
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
|
checkGLcall("glActiveTextureARB");
|
|
}
|
|
|
|
if(stateblock->lowest_disabled_stage > 0) {
|
|
glEnable(GL_REGISTER_COMBINERS_NV);
|
|
GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->lowest_disabled_stage));
|
|
} else {
|
|
glDisable(GL_REGISTER_COMBINERS_NV);
|
|
}
|
|
if(stage >= stateblock->lowest_disabled_stage) {
|
|
TRACE("Stage disabled\n");
|
|
if (mapped_stage != WINED3D_UNMAPPED_STAGE)
|
|
{
|
|
/* Disable everything here */
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("glDisable(GL_TEXTURE_2D)");
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("glDisable(GL_TEXTURE_3D)");
|
|
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
|
|
}
|
|
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
|
glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
|
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
|
|
}
|
|
if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
|
|
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_SUPPORT(NV_TEXTURE_SHADER2)) {
|
|
nvts_activate_dimensions(stage, stateblock, context);
|
|
} else {
|
|
texture_activate_dimensions(stage, stateblock, context);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Set the texture combiners */
|
|
set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
|
|
stateblock->textureState[stage][WINED3DTSS_COLOROP],
|
|
stateblock->textureState[stage][WINED3DTSS_COLORARG1],
|
|
stateblock->textureState[stage][WINED3DTSS_COLORARG2],
|
|
stateblock->textureState[stage][WINED3DTSS_COLORARG0],
|
|
mapped_stage,
|
|
stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
|
|
|
|
/* 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_SUPPORT(NV_TEXTURE_SHADER2)) {
|
|
BOOL usesBump = (stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
|
|
stateblock->textureState[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP) ? TRUE : FALSE;
|
|
BOOL usedBump = (context->texShaderBumpMap & 1 << (stage + 1)) ? TRUE : FALSE;
|
|
if(usesBump != usedBump) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
|
|
checkGLcall("glActiveTextureARB");
|
|
nvts_activate_dimensions(stage + 1, stateblock, context);
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
|
checkGLcall("glActiveTextureARB");
|
|
}
|
|
}
|
|
}
|
|
|
|
static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
|
|
{
|
|
DWORD sampler = state - STATE_SAMPLER(0);
|
|
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[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 >= GL_LIMITS(textures)) return;
|
|
if(sampler >= stateblock->lowest_disabled_stage) return;
|
|
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
|
|
|
|
nvts_activate_dimensions(sampler, stateblock, context);
|
|
}
|
|
|
|
static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
|
|
{
|
|
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
|
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
|
|
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_LIMITS(textures)) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
|
checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
|
|
|
|
/* We can't just pass a pointer to the stateblock to GL due to the different matrix
|
|
* format(column major vs row major)
|
|
*/
|
|
mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
|
|
mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
|
|
mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
|
|
mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
|
|
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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
|
|
{
|
|
float col[4];
|
|
D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
|
|
GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
|
|
}
|
|
#undef GLINFO_LOCATION
|
|
|
|
#define GLINFO_LOCATION (*gl_info)
|
|
/* Context activation is done by the caller. */
|
|
static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { }
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
|
|
ENTER_GL();
|
|
if(enable) {
|
|
glEnable(GL_TEXTURE_SHADER_NV);
|
|
checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
|
|
} else {
|
|
glDisable(GL_TEXTURE_SHADER_NV);
|
|
checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
|
|
}
|
|
LEAVE_GL();
|
|
}
|
|
|
|
static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype,
|
|
const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
|
|
{
|
|
pCaps->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_SUPPORT(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.
|
|
*/
|
|
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
|
|
/* TODO: Luminance bump map? */
|
|
}
|
|
|
|
#if 0
|
|
/* FIXME: Add
|
|
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
|
|
WINED3DTEXOPCAPS_PREMODULATE */
|
|
#endif
|
|
|
|
pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
|
|
pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
|
|
|
|
pCaps->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_SUPPORT(NV_REGISTER_COMBINERS2))
|
|
pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
|
|
#endif
|
|
}
|
|
|
|
static HRESULT nvrc_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
|
|
/* Context activation is done by the caller. */
|
|
static void nvrc_fragment_free(IWineD3DDevice *iface) {}
|
|
|
|
/* 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)
|
|
{
|
|
if (TRACE_ON(d3d))
|
|
{
|
|
TRACE("Checking support for fixup:\n");
|
|
dump_color_fixup_desc(fixup);
|
|
}
|
|
|
|
/* We only support identity conversions. */
|
|
if (is_identity_fixup(fixup))
|
|
{
|
|
TRACE("[OK]\n");
|
|
return TRUE;
|
|
}
|
|
|
|
TRACE("[FAILED]\n");
|
|
return FALSE;
|
|
}
|
|
|
|
static const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
|
|
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), nvts_bumpenvmat }, NV_TEXTURE_SHADER2 },
|
|
{ STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
|
|
{ STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 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 },
|
|
};
|
|
|
|
const struct fragment_pipeline nvts_fragment_pipeline = {
|
|
nvts_enable,
|
|
nvrc_fragment_get_caps,
|
|
nvrc_fragment_alloc,
|
|
nvrc_fragment_free,
|
|
nvts_color_fixup_supported,
|
|
nvrc_fragmentstate_template,
|
|
FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
|
|
};
|
|
|
|
const struct fragment_pipeline nvrc_fragment_pipeline = {
|
|
nvrc_enable,
|
|
nvrc_fragment_get_caps,
|
|
nvrc_fragment_alloc,
|
|
nvrc_fragment_free,
|
|
nvts_color_fixup_supported,
|
|
nvrc_fragmentstate_template,
|
|
FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
|
|
};
|