wine/dlls/wined3d/nvidia_texture_shader.c
Stefan Dösinger 46109da87d wined3d: Don't skip applying texdims with shaders.
There's no need to do that with the nvts and opengl ffp fixed function
fragment pipeline, it's perfectly well defined in GL which one takes
effect. This removes a few more troubles when switching between
shaders and arbfp.
2008-08-21 13:33:30 +02:00

824 lines
55 KiB
C

/*
* 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 <math.h>
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
BOOL bumpmap = FALSE;
if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP)) {
bumpmap = TRUE;
context->texShaderBumpMap |= (1 << stage);
} else {
context->texShaderBumpMap &= ~(1 << stage);
}
if(stateblock->textures[stage]) {
switch(stateblock->textureDimensions[stage]) {
case GL_TEXTURE_2D:
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:
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:
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:
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 {
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
}
}
typedef struct {
GLenum input[3];
GLenum mapping[3];
GLenum component_usage[3];
} tex_op_args;
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 (WINED3DTSS_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(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl*)iface;
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;
IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* For GLINFO_LOCATION */
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(This, stage, op, arg1, arg2, arg3)) {
arg1 = WINED3DTA_CURRENT;
op = WINED3DTOP_SELECTARG1;
}
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;
}
/* This is called by a state handler which has the gl lock held and a context for the thread */
switch(op)
{
case WINED3DTOP_DISABLE:
/* Only for alpha */
if (!is_alpha) ERR("Shouldn't be called for WINED3DTSS_COLOROP (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 WINED3DTOP_SELECTARG1:
case WINED3DTOP_SELECTARG2:
/* Input, arg*1 */
if (op == WINED3DTOP_SELECTARG1) {
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 WINED3DTOP_MODULATE:
case WINED3DTOP_MODULATE2X:
case WINED3DTOP_MODULATE4X:
/* 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 == WINED3DTOP_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 == WINED3DTOP_MODULATE2X) {
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 == WINED3DTOP_MODULATE4X) {
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 WINED3DTOP_ADD:
case WINED3DTOP_ADDSIGNED:
case WINED3DTOP_ADDSIGNED2X:
/* 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 == WINED3DTOP_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 == WINED3DTOP_ADDSIGNED) {
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 == WINED3DTOP_ADDSIGNED2X) {
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 WINED3DTOP_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 WINED3DTOP_ADDSMOOTH:
/* 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 WINED3DTOP_BLENDDIFFUSEALPHA:
case WINED3DTOP_BLENDTEXTUREALPHA:
case WINED3DTOP_BLENDFACTORALPHA:
case WINED3DTOP_BLENDTEXTUREALPHAPM:
case WINED3DTOP_BLENDCURRENTALPHA:
{
GLenum alpha_src = GL_PRIMARY_COLOR_NV;
if (op == WINED3DTOP_BLENDDIFFUSEALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
else if (op == WINED3DTOP_BLENDTEXTUREALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
else if (op == WINED3DTOP_BLENDFACTORALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
else if (op == WINED3DTOP_BLENDTEXTUREALPHAPM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
else if (op == WINED3DTOP_BLENDCURRENTALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
else FIXME("Unhandled WINED3DTOP %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 == WINED3DTOP_BLENDTEXTUREALPHAPM)
{
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 WINED3DTOP_MODULATEALPHA_ADDCOLOR:
/* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (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 WINED3DTOP_MODULATECOLOR_ADDALPHA:
/* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (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 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()\n");
}
static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
TRACE("Setting color op for stage %d\n", stage);
if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
/* Using a pixel shader? Don't care for anything here, the shader applying does it */
return;
}
if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
if (mapped_stage != -1) {
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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");
} else if (stage > 0) {
WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
return;
}
}
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 != -1) {
/* 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");
}
}
}
void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *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 == -1 || 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, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
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, WineD3DContext *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)
static void nvrc_enable(IWineD3DDevice *iface, BOOL enable) { }
static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
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)");
}
}
static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype, 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; }
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_conv_supported(WINED3DFORMAT fmt) {
TRACE("Checking shader format support for format %s: [FAILED]", debug_d3dformat(fmt));
return FALSE;
}
const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ 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 }, 0 },
{ STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ 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 }, 0 },
{ STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ 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 }, 0 },
{ STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ 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 }, 0 },
{ STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ 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 }, 0 },
{ STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ 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 }, 0 },
{ STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ 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 }, 0 },
{ STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ 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 }, 0 },
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
{ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, 0 },
{ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, 0 },
{ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), nvrc_texfactor }, 0 },
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim }, NV_TEXTURE_SHADER2 },
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
{ STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim }, NV_TEXTURE_SHADER2 },
{ STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
{ STATE_SAMPLER(2), { STATE_SAMPLER(2), nvts_texdim }, NV_TEXTURE_SHADER2 },
{ STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
{ STATE_SAMPLER(3), { STATE_SAMPLER(3), nvts_texdim }, NV_TEXTURE_SHADER2 },
{ STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
{ STATE_SAMPLER(4), { STATE_SAMPLER(4), nvts_texdim }, NV_TEXTURE_SHADER2 },
{ STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
{ STATE_SAMPLER(5), { STATE_SAMPLER(5), nvts_texdim }, NV_TEXTURE_SHADER2 },
{ STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
{ STATE_SAMPLER(6), { STATE_SAMPLER(6), nvts_texdim }, NV_TEXTURE_SHADER2 },
{ STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
{ STATE_SAMPLER(7), { STATE_SAMPLER(7), nvts_texdim }, NV_TEXTURE_SHADER2 },
{ STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
{0 /* Terminate */, { 0, 0 }, 0 },
};
const struct fragment_pipeline nvts_fragment_pipeline = {
nvts_enable,
nvrc_fragment_get_caps,
nvrc_fragment_alloc,
nvrc_fragment_free,
nvts_conv_supported,
nvrc_fragmentstate_template
};
const struct fragment_pipeline nvrc_fragment_pipeline = {
nvrc_enable,
nvrc_fragment_get_caps,
nvrc_fragment_alloc,
nvrc_fragment_free,
nvts_conv_supported,
nvrc_fragmentstate_template
};